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CE BREAKERS 

GAMES AND STUNTS FOR 
LARGE AND SMALL GROUPS 



BY 

EDNA GLISTER 

Recreation Secretary for the National War 

Work Council of the Young Women's 

Christian Associations 




BOSTON UNIV^jf^ft^ 
COLLEGE OF LIBi^RA! ARTS 
LISRApy 
THE WOMANS PRESS 



600 LEXINGTON AVENUE 

NEW YORK CITY 
1918 



n 

\ji a. Vv^ e^ 



r^ll 






Copyright, April, 1918, by 

National Board of the Young Women's Christian Associations 
of the United States of America 



3 55751- 



THE-PLIMPTON-PRESS 
HOBWOOD'MASS-U-S-A 



"'^ PREFACE 



This collection of games and stunts has been prepared 
for the express purpose of meeting the many requests 
of the day for successful recreation programs for large 
and small groups of men and girls, in which round danc- 
ing has no part. There is also a chapter of games espe- 
cially adapted to groups of girls. The material is not 
original: it is rather in the nature of a compilation 
gathered during several years of experimental recreation. 
Wherever possible due acknowledgment has been made, 
but in most cases the source is unknown. 

Thanks are especially extended to the members of the 
1913 and 1917 classes of the National Training School, 
and to the guests and counselors at Camp Altamont, N. 
Y., in the summer of 1917, for the very real service they 
have rendered in compiling suggestions here incorpo- 
rated, all of which have been tested and found good. 

Practically all of the material included here has also 
been tested under war-time conditions. Under the di- 
rection of the War Work Council of the Young Women's 
Christian Associations, a recreation center has been es- 
tablished in Charleston, S. C, and in this center, to 
which flocked hundreds of soldiers, sailors, girl uniform- 
makers, and the girls of the community, these activities 
received their final try-out. This experience has proved 
that material of the type included here may be used 
to build up a community recreation center, as well as 
in clubs, churches, Christian Associations and homes. 

Edna Geister. 



FOREWORD 

To draw from the myriad homes of every State in 
the Union millions of young men and women, enlisting in 
the service of Uncle Sam^ and to surround them with 
wholesome environment, socially and otherwise, is one 
of the prodigious tasks now being assumed by our nation. 
We must accomplish in months, however, what the older 
nations have taken decades in their efforts to achieve. 
Outside and within the service the various forms of 
amusement adopted are being watched with discrim- 
inating interest. Wanted : the most advantageous meth- 
ods of mixing the sexes in social amusements giv- 
ing relaxation and rightful pleasure. Since it has been 
charged that the social dance has in recent years been 
too often inoculated with forms of suggestion which have 
worked havoc, some of its former advocates are now 
looking seriously for other methods. While the dance 
still holds its place in society, they believe a change is 
necessary for the new state of things now existing in 
camp and cantonment. 

I take pleasure in prefacing this work, compiled by 
one who has attained distinction as an organizer and 
entertainer in modem recreative methods. I have wit- 
nessed her and her colleagues in the midst of practical 
demonstrations to which came thousands of young people 
from the naval and military camps in and around 
Charleston. Youthful and patriotic exuberance mingled 
harmoniously with some of the oldest fonns of historic 



FOREWORD 

folk-lore and frolic, and from the beginning to the end 
there was not a dull or stupid moment. These methods 
of amusement follow psychologically the strictness of 
drill discipline so necessary to daily camp life, and 
emphasize the utility and beauty of rhythmic action in 
play as well as in the stern realities of military aggres- 
siveness. 

John J. Brokenshire 

Chaplain 
N.N.V. U.S.N. 
Training Camp, U. S. Navy Yard 
Charleston, S. C. 



CONTENTS 

CHAPTEE PAGE 

I Games for Large Groups 7 

II Games for Small Groups 24 

III Musical Games 34 

IV Stunts 50 

V Girls ' Athletic Games 80 

Index 91 



ICE BREAKERS 

CHAPTER I 

Games for Large Groups 

To Break the Ice 

The Receiving Line 

In order that every member of a large group may 
meet every one else present, have the ehaperones stand 
at the door, all the men forming a Ime at one end of 
the room and all the girls at another. First, a man 
steps up to the ehaperones, introduces himself to them, 
is passed down the line, then stands at end of ehaper- 
ones' line as a part of the receiving line. Next, a girl 
from the girls' line does the same, then a man, and 
so on, each newcomer standing in position as part of 
the line when he has passed down the entire line. This 
continues until every one has been in the receiving 
line. 

This may be made decidedly humorous by the follow- 
ing addition: Each person on entering the room re- 
ceives a slip of paper bearing directions to govern his 
hand-shaking in the receiving line. The ''down- 
easter" grasps another's hand and works it like a pump- 
handle; the "Frenchman" continuously bows with his 
hand on his heart; the Chinaman shakes his own hand 

7 



8 ICE BREAKERS 

complacently; and the ''society belle" languidly ex- 
tends two fingers, or offers her hand on a level with her 
shoulder and gives one frigid shake. Others give the 
old time pressure which makes the tears start with its 
force as well as its fervor. 

To Find Partners 

In large groups the easiest method is to have all the 
men line up on one side of the room and all the girls 
on the other. They countermarch, leaders turning ab- 
ruptly away from center of room, marching, both lead- 
ers close to their own lines, to opposite end of room, 
where leaders meet and come up with partners. If the 
men can line up in a separate room, not seeing the girls 
until they get into the main room, it adds to the excite- 
ment. In this case the leaders join lines as close to the 
door as possible. The latter method of finding partners 
can very easily be used with small groups as well. 

Another method is to distribute cards on which have 
been written the names of some public or humorous 
characters, with the names of their wives on correspond- 
ing cards. For instance. Pa Ticklepitcher searches until 
he has found Ma Ticklepitcher, and Mr. I. M. Smart can 
not rest until he has found Mrs. I. M. Smart. 

Another way is for the girls to stand in turn with one 
foot sticking out from under a curtain, the men, of 
course, to choose. 

On entering the room each man may be handed a 
paper and pencil, may be introduced to a lady with 
whom he is to converse for five minutes, and is then to 
retire and write a minute description of her appearance, 
detail of gown, etc. After ten minutes the papers are 
collected. These slips are then distributed promiscu- 



ICE BREAKERS 9 

ously among the men, who are instructed to find the 
lady whose description they have. The ladies thus 
found are to be the men's partners for refreshments. 

A good way to pair off is to play the old-fashioned 
game of silent Blind Man's Buff. The girls form a 
circle, the men are blindfolded one at a time, placed in 
the center with a cane, and the one the blind man touches 
is his partner. 

The men may be given pieces of paper which specify 
that they are to jump up and down, or snore, crow, sing, 
go to sleep, hee-haw, etc. Give each girl a slip, telling 
her what the man is doing with whom she is to eat. 
She looks for the man doing the stunt. 

When a Few Entertain the Group 

The following activities are particularly useful in 
filling in between activities in which the entire group has 
taken part, rest periods, so to speak. Any of them may 
be used for small groups also. 

Swat 

Two men lie on the floor, one who has been *'put 
wise" and the other ''unwise." Both are covered up. 
The *'wise" one holds a stick concealed at his side. 
Both are told that some one in the audience will strike 
them with a stick, and are told to pop up immediately 
when hit, and guess who hit them. If they guess right 
the one who hit must lie down. Of course the ''wise" 
one does the hitting, immediately concealing the stick, 
sometimes hitting himself further to dupe the unwise 
one. 



10 ICE BREAKERS 

Quartet 

Four people are taken out of the room. One is ** un- 
wise" and does not know the trick. They are told that 
they are to sing a song of four words, the sentence to 
contain the word ''sold." The ''unwise" one is as- 
signed that word. The tune is practiced with all sing- 
ing. When they come out to sing, the victim alone 
sings "sold." 



Faith, Hope and Charity 

Part of the men are sent from the room. Three girls 
named Faith, Hope, Charity stand behind chairs which 
conceal a man, preferably one with a beard. The men 
are brought in one by one and told to choose one of 
the girls. No matter which one they choose, they are 
told to sit in the middle chair, are blindfolded, and the 
man in the rear kisses them. 

Opera Glass Race 

Four or more persons race along parallel chalk lines 
looking through the large end of opera glasses, and if 
one foot goes off the line the contestant cannot step 
ahead but must start anew from that point. 

Lobster Race for Men 

The participants stand on all ' ' fours ' ' and move back- 
ward as quickly as possible. The one reaching a desig- 
nated line first, wins. 

Tug of War for Prunes 

A prune is tied firmly in the middle of a long piece of 
twine and each contestant takes one end of the twine 



ICE BREAKERS 11 

in liis mouth and begins to chew his string for the prune. 
No one is allowed to use his hands. 

Gentlemen Nursemaids 

Several girls who know the trick dress the dummies. 
When four or more men are seated, blindfold each one 
and reciuest him to double up his right fist. Upon the 
back of the fist make the mouth, nose and eyes of a 
face with burnt cork or a little water color. Tie around 
this a doll's cap or a lace frill or a muslin ruffle, and 
fasten around the wrist a full white apron or skirt. 
Bend the left arm to lie across the vest and put the right 
wrist into the inner bend of the elbow, drawing the 
apron down over the right arm, and each of the blind- 
folded men will appear to be tenderly holding a baby. 
Have the blindfolds removed. 

y Chariot Race 

Each "team" is made up of two horses and a driver. 
The "horses" are blindfolded, and facing in the same 
direction, their inside arms are tied together. The 
reins are tied to the outside arms and the driver drives 
them as he would drive a team of real horses. The team 
that gets to the appointed place first, wins. 

Suit- Case Race 

Each contestant has a suit-case and an umbrella. In 
the suit-case are a hat, a coat, gloves, and any other 
clothing desired so lonir as the contents are uniform. 
At a given signal, all run to the goal, open suit-cases, 
put on clothes, close suit-cases, open umbrellas, and run 
to starting point. 



12 ICE BREAKERS 

Appl@-Eating Eace 

Four or more apples are placed on the floor. The par- 
ticipants, who are on their knees, race to devour the 
apples without the aid of their hands. 

"^Y, Blind Obstacle Race 

Obstacles such as vases of flowers, china ware, chairs, 
etc., are placed in four or more long rows. The con- 
testants are requested to try distances before being 
blindfolded. They are then blindfolded and are placed 
at the starting point and told to race down through the 
line of obstacles without touching anything. In the 
meanwhile the objects have been removed. 

Standing High Jump 

Four doughnuts are suspended in a doorway, about 
four inches above the mouths of the jumpers. The con- 
testants, with hands tied, race to eat their doughnuts in 
the shortest time. 

Milk Bottle Race 

Each contestant is given a baby's milk bottle. At a 
given signal they race to see which one can first drain 
his bottle of all the milk. 

Scent Push 

The participants race to shove pennies across a sheet 
by pushing them with their noses. 

Running High Squeal 

Each contestant runs a short definite distance and 
squeals. The one squealing highest, scores. 



ICE BREAKERS 13 

Bawl Game 

Let the judges decide who can "bawl" the best. 

X Cracker Relay Race 

Twelve or sixteen is a good number for this race. 
Stand in rows, each one supplied with a cracker. At 
the signal the first one in each row begins to eat his 
cracker. As soon as he can whistle after eating his 
cracker, the next one begins. The row which finishes 
first wins. 

The same idea may be used with apples. Each leader 
is given an apple. First one pares an apple ; the second 
one cuts it in halves; the third one quarters it and cuts 
out the core ; the fourth one eats it. 

Water Drinking Relay 

Sixteen is a good number for this game, eight men 
and eight girls. Each man has a partner, and they 
stand in two double lines. Each girl is provided with 
a tumbler half full of water, and a teaspoon. At a given 
signal the two girls who head the two respective lines 
begin to feed their partners the water, using the tea- 
spoon. As soon as either couple finishes they must sing 
together the first verse and chorus of Yankee Doodle, at 
the end of which the next couple begins to do away with 
the water. The side which finishes first marches around 
the other side singing Yankee Doodle. 

( Aeroplane Ride 

.Those who are to take the trip are blindfolded before 
they enter the room in turn-. A strong board is held, 
an inch or so from the floor, by two or more persons. 
A blindfolded girl is asked to step on the board and 



14 ICE BREAKERS 

told to put her hands on the shoulders of a girl who 
steers. The board is raised a little and then, instead of 
raising it higher the one in front stoops down by de- 
grees, and the girl taking the trip, feeling the shoulders 
going down, imagines that the board is being raised 
higher and higher until she finally feels that she must 
be perilously near the ceiling. Finally the steerer tells 
her to let go her shoulders. Then the ''conductors" 
tell her to jump when they count three, but not to be 
afraid, as she will land on a mattress. It is great sport 
to see her prepare for an attempt to execute an enormous 
jump and land in a heap, after falling two inches. An 
egg beater, worked vigorously to imitate the sound of 
the machinery and fanning the rider, adds to the ef- 
fect. 

Aviation Meet 

Each group is made up of one aviator and two me- 
chanics, and is given a string about fifty feet long and 
a cornucopia eight inches long, which is threaded 
lengthwise on the string. The two mechanicians hold 
the ends of each string and the aviator blows the cornu- 
copia from one end of the string to the other. The win- 
ner receives the blue ribbon. 

The Hungry Blind 

Two men sit on the floor, blindfolded, their clothing 
protected by many newspapers. They feed each other 
ice-cream, usually making vain and disastrous attempts 
to reach each other's mouths. 

The Mysterious Bpg's 

Five or more pnn^r bogs are tifrl to a pn1f» wh^ ^i '' 
be held bv two tall men. Peanuts are in one of th 



ICE BREAKERS 15 

bags, (>andy in another, sawdust in another, water in a 
waterproof sack, and a little pepper in another. Five 
men are blindfolded. Each one in turn is given a 
short stick, and is led up to the pole, told to turn 
around, and then is given three tries at hitting the 
bags. If he breaks the candy bag, he gets the candy, if 
the water bag, the water! If all the bags are not 
broken when the five men have had their turns, call out 
as many more as are necessary, until all the bags are 
broken. Of course no one knows anything about the 
contents of the bags. 

Newspaper Race 

Each contestant is given two newspapers, one for 
each foot. He places one forward and steps on it with 
the right foot. Then he picks up the other for his left 
foot and so on, being allowed to step only on newspaper. 
They race to a given mark and back. 

The Bone of Contention 

Two men face each other, sitting on the floor. Their 
feet are braced up together and must remain so. Their 
knees must remain straight. Together they grasp a bar 
or a broomstick handle and at a signal try slowly to 
pull each other to a standing position. It usually re- 
sults in one of them falling headlong over the other. 

Games for the Whole Group 

Singing Proverbs 

The players are divided into two groups. A proverb 
is selected, and one word given to a player. If there 
are more players than words, the same word is given 



16 ICE BREAKERS 

to several people. At a signal from the leader the 
players of the first group sing their words in concert to 
a given tune. The opposite side must guess the proverb 
before they can sing theirs. 

t 

V Snakes and Birds 

The group is divided evenly. Those who are snakes 
are divided into threes and hold hands across the line. 
At a signal, the others, who are birds, are let out of the 
cage. The snakes try to encircle them, and if caught, 
the birds are sent back into the cage until all the birds 
are caught. 

^ Simon Says 

The company is put on the floor in gymnastic order. 
Orders are given for gymnastic movements, and unless 
each command is preceded by "Simon Says," any one 
who obeys the command drops out. 

Living Alphabet 

Two sets of the letters of the alphabet are given out 
to two different groups. The leader calls out words, 
easy at first, and those from each group holding the 
letters making up that word must step forward into 
place, facing the judges. If a letter is used twice in a 
word, the holder must go first to one place and then 
to the other. The judges decide which side forms the 
word first. 

Magic Music 

Send one person out of the room and hide some article 
on a person. When he returns have every one sing a 
popular song. The nearer the searcher gets to the 



y 



ICE BREAKERS 17 

article the louder the music is, and as he gets farther 
away the music gets softer. The one on whom the article 
is found must leave the room next. 

Puzzle Words 

For ^his game write out words and then cut them up 
into single letters, giving the same number to each letter 
of a given word. For example, in the word "battle," 
call every letter of "battle" Number One. All the 
Number Ones are told to get together and discover what 
their word is and act it out for the group to guess. 

In a similar manner proverbs can be cut up and put 
together and then acted out. 

Peanut Hunt 

Peanuts are hid in every conceivable place. At a 
signal, the group is told to search for them and keep 
them for the count. The player who has the most is 
given a toy pig. 

Folding Chair Relay Race 

About twenty of a large group are divided into four 
equal lines. A folding chair is placed unopened on a 
goal mark for each line. Each contestant must run to 
the chair, open it, sit in it, close it and touch off the 
next runner. The last one of a line who sits in her chair 
first, wins. 

Spontaneous Dramatics 

Out of a large group are taken two or three small 
groups in turn. While some other activity is going on 
they are given five minutes in which to prepare to stage 
some nursery story. For instance, the first group 



18 



ICE BREAKERS 



might be assigned ''Red Riding Hood/' The parts are 
assigned and impromptu costumes are gathered and the 
play goes on. The action is all in pantomime and the 
name of the play is not announced, the audience guessing 
it from the acting. 



Charades 

The company is divided into two groups, each group 
taking turns at acting out a given word in paiftomime. 
If the guessing side fails to guess the word being acted 
out, the other side gets another turn. 

Serial charades may be given from week to week by 
a club or group which meets regularly, the guessers of 
one charade being given the interim between meetings 
in which to prepare a charade for the other side. 

Good charade words are as follows: 



Aeroplane 

Antarctic 

Buccaneer 

Charlatan 

Falcon 

Handicap 

Handkerchief 

Holocaust 

Microscope 

Automobile 

Pilgrimage 

Sausage 

Stiletto 

Truculent 

Bandage 

Book-worm 



Air-oh-plane 

Aunt-ark-tick 

Buck-can-ear 

Char-lay-tan 

Fall-con 

Hand-eye-cap 

Hand-cur-chief 

Hole-oh-cost 

My-crow-scope 

Ought-oh-mob-eel 

Pill-grim-age 

Saw-sage 

Still-let-toe 

Truck-you-lent 

Band-age 

Book-worm 



ICE BREAKERS 19 

Handsome Hand-some 

Penitent Pen-eye-tent 

Watchman Watch-man 

Madcap Mad-cap 

Cribbage Crib-age 

Broomstick Broom-stick 

Infancy In-fan-sea 

Hornpipe Horn-pipe 

Eyelash I-lash 

Forswear Four-swear 

Masquerade Mass-cur-aid 

Melancholy Melon-collie 

Circle Games 

Some circle games prove effective when entertaining 
groups of any size, but their greatest value lies in the 
fact that they can be used for groups made up of as 
many as one hundred and fifty people. These circle 
games include Cat and Rat, Three Deep, Slap Jack, 
Farmer and Thief, Farmer in the Dell, and Rabbit in 
the Hollow, directions for which are found in ''Games 
for the Playground, Home, School and Gymnasium," by 
Jessie H. Bancroft. Several circles must be formed, 
never more than twelve in a circle. This is easily done 
by forming the group into one large circle, and having 
two counters starting from the same point and going in 
opposite directions, rapidly count off tens or twelves. 

Other circle games are : 

Hiram and Mirandy 

A man is chosen for Hiram, and a girl for Mirandy. 
They go inside the circle, where Hiram is blindfolded. 



20 ICE BREAKERS 

He calls sharply, ''Mirandy." She answers sweetly, 
*'Yes, Hiram," whereupon he dashes in the direction 
the voice came from, trying to catch her, she, of course, 
eluding him. He calls constantly and she must answer 
at once, never leaving the circle. When he catches her 
she chooses a Hiram and he chooses a Mirandy. 

The Weavers 

Have two or three circles in a group competing, or if 
desired make it general, and give the signal for starting 
to the entire group. One person from each circle is 
chosen for starter. He drops outside the circle, and 
every one in the circle takes his neighbors' hands. At 
a signal the starters from each circle begin racing, going 
into the circle under one pair of arms, and out through 
the next, in and out until they reach their own places, 
where they touch off the next weaver, the one to the 
right. The prize goes to the circle in which the last 
runner first reaches the starter. 

Parties 

The following are simply suggestions for parties, 
which can be elaborated to any extent. 

Family Party (For 30 to 150 Players.) 

Have slips for family groups of about six or eight 
members previously made out. Pa and Ma Tickle- 
pitcher and the baby, Europea Ticklepitcher, etc. 
Pin names on each arriving guest. Members of 
families get together. Each family is given a 
bundle (each committee may be responsible for one 
bundle) containing such articles as a pair of overalls, 
false mustache, wrapper, child's dress, necktie, baby's 



ICE BREAKERS 21 

bottle, etc. Assign a certain place to each family and 
allow fifteen minutes to dress and arrange for some 
stunt or entertainment. Families begin to arrive, Ma 
can make a little speech, baby can recite a little piece, 
the twins can sing, etc. 

Birthday Party (For 50 to 200 Players.) 

The birth mouth of each person may be ascertained 
upon his arrival and groups formed for each month of 
the year. Each group is asked to represent its month by 
costume and by stunt. The months may march in, 
headed by Father Time, but not arranged in their 
natural order. Father Time then calls upon each 
group, by number, for its stunt, and the guests deter- 
mine which month is being represented. June may be 
represented by a wedding, October by Halloween 
pranks and the usual grouchy old man^ etc. ; April Fool 
by a child giving a wonderful cornet solo, which con- 
tinues when he takes the cornet from his mouth ; August 
by a camp-meeting ; September by a school scene ; 
January by Father Time and a baby putting on a 
touching farewell scene ; February by birthday parties ; 
March by an electric fan blowing the actors out of the 
scene ; May by lovers ; December by children being 
painfully good; November by stomach-aches; July by 
some patriotic scene. 

Progressive Peanut (For 12 to 48 Players.) 

The idea is the same as for any progressive game, the 
winning couple moving up one table. A bowl of pea- 
nuts is on each table, with four hatpins supplied. In 
turn each one spears for peanuts, using a hatpin only. 
The couple getting the most peanuts moves up one. 



22 ICE BREAKERS 

Miscellaneous Progressive Party (For 12 to 48 Players.) 

The same idea as in progressive card games. Instead 
of cards, various contests are arranged for each table. 
Some of them may be as follows : 

1. Flipping cards into a hat from a certain distance. 

2. Tiddly Winks. 

3. Jack Straws. 

4. Fish Pond. 

5. Spearing peas or peanuts. 

6. Lifting beans with a lead pencil. 

7. Making words out of one long word. 

This list can be added to indefinitely, for any child's 
game can be made one of the events. 

Backward Party 

Invitations may be written backwards by means of a 
mirror. Guests are to come dressed backwards. Hair 
may be combed backwards and the backward idea car- 
ried to almost every detail of dress. Guests are to 
come up the back steps backwards, in through the back 
door, and shake hands backwards, saying goodbye in- 
stead of greeting their friends. The first event of the 
evening is to sing ''Good Night Ladies." Even games 
may be played backwards and the entire evening pro- 
gram can be made backwards. As to refreshments, after 
dinner mints and coffee may be served first, reversing 
absolutely the usual schedule. The salad may have the 
lettuce leaf on top, and the napkin is passed at the end. 

White Elephant Party 

Guests bring some article that they do not want, 
wrapped in white tissue paper. These are exchanged 



ICE BREAKERS 23 

unopened. The recipients open the packages and if 
they are not satisfied, they rewrap the articles and con- 
tinue exchanging until satisfied. 

Silence Party- 
Taxes are levied on superfluous laughing and talking. 

Poverty Party 

Evidence of most pitiful poverty is shown in clothes, 
decorations, refreshments and even entertainment. 

Baby Party 

Grown-down children are invited, dressed in babies' 
clothes, carrying milk bottles, rattles, etc. Baby games 
are played ; baby pictures enlarged on a screen and 
their owners guessed; and even baby refreshments 
served. 

NOTES 

To Choose Winner 

Sometimes there are four or five people who come out first 
in a contest. To decide which one gets the prize have each one 
open a book in turn. Note the first letter on the page. The 
one whose firet letter is nearest the beginning of the alphabet 
wins. 

Relay Races 

Relay races, as described in the Chapter on Girls' Athletic 
Games, can be used for large groups. 



^ 



CHAPTER II 

Games for Small Groups 

These are games which can be played in a small space 
and prove most effective with a group of not more than 
forty, where every one can either take part or see every 
move of the game. All of the .games suggested in 
Chapter I may also be used for parlor games. 

Feather Blow 

Each one is given a feather and at a signal blows it 
high in the air. The game is to see who can keep his 
feather in the air for the longest time. 

v^ Reading Temples 

The group is told that thoughts can be transmitted 
through the temples. Two have been "put wise." One 
**wise" one leaves the room, the others deciding on a 
number not greater than ten. The "wise" one comes 
back, and feels several temples. She is told the number 
by the grinding of the other "wise" one's teeth. 

/ Mental Telepathy 

The group is told that if enough people think hard 
enough of one object, they can communicate the thought 
to a person who knows nothing about it. One "un- 
wise" person is asked to leave the room, and nothing is 

decided upon, but the group is told that when the 

24 



ICE BREAKERS 25 



(I 

1 1 



*' unwise'^ person comes in, the second thing that he 
names must be admitted to be the right object. This 
continues until he realizes he is duped. 

One person claims that he can go out of the room and 
if some person in the room will write four words on a 
slip, he can come in and write the same thing. Of 
course what he writes is, *'The same thing." 

I See a Ghost 

The group forms in a single line. The first one says, 
I see a ghost," crouching on her heels. The next one, 
"Where ? ' ' The first one answers, ' ' Over there, ' ' point- 
ing with both hands. The second one tells the third 
one and so on down the line. This continues until all 
in the line have both hands pointing outward and are 
on their heels. The final move is for the leader to push 
the entire line over. 

Lost Thimble 

A thimble is hidden in flour. The victim must find it 
with his teeth. 

Egg Smash 

Newspapers must be spread very liberally in one 
spot. A darning egg is placed twice successively in the 
hand of the victim, who is blindfolded and on his knees. 
Each time he is told to hold it in his palm and strike it 
on the floor hard to call forth his guardian spirit. The 
third time he is given an ^gg instead. 

The Mystic Book 

A blindfolded victim is told that he is privileged to 
kiss the ]\Iystic Book three times, through which privi- 



26 ICE BKEAKERS 

lege lie will gain the gift of beauty. He does this twice, 
but the third time a saucer of flour has been placed in- 
side the cover. 

Smut (Announce as being an Initiation) 

Three plates are brought before a blindfolded victim. 
One contains water, one is empty and the other has 
smut on the bottom of it. He is told to put his finger 
in the first plate and perform mystic signs on his face. 
Then he is told to rub his finger on the bottom of the 
second, doing the same, and last on the bottom of the 
one containing the smut. 

Slang 

The players are given pencils and paper and asked to 
write down all the slang words they can think of in 
five minutes. When the time limit is reached the hostess 
collects the papers and reads the lists of slang expres- 
sions. The players have been previously told that a 
prize will be given. When the time comes for its pres- 
entation the hostess gives it to the one who has the 
shortest list. 

Postman 

One of the players is blindfolded and is called the 
postman. Another is postmaster and the remainder of 
the players seat themselves around the room. No empty 
chairs must be left. The postmaster assigns each 
player, including the postman, the name of a city or 
town. The blindfolded postman is next placed in the 
center of the room and the postmaster takes a position 
where he can overlook the players. He then calls out, 
*'I have sent a letter from St. Louis to New Haven,'' 



s. 



ICE BREAKERS 27 

and the players representing these cities quickly change 
places. As they run, the postman tries to capture one 
of them and if he can do this or can manage to sit down 
in an empty chair, the player who is caught and whose 
chair he has taken becomes the postman. 

Cock-a-doodle-doo 

The leader whispers to each one, supposedly giving to 
each the name of the animal he is to imitate. Instead, 
he tells all to keep silent except one, who is to crow 
lustily. He then counts one, two, three, and the rooster 
crows while all the dumb animals laugh at him. 

Newspaper 

The players are given slips of paper and pencils, and 
are directed to write a list of twenty-three things (given 
in the first column). These are signed and exchanged 
for the paper of the neighbor two seats to the right. 
Then the following questions are asked them and they 
read the answers as written: 

1. Write Yes or No. Have you a lover? 

2. State a gentleman 's What is his name ? 

name. 

3. Give a number. How old is he? 

4. Length of time. How long have you known 

him? 

5. Yes or No. Does he know you love him ? 

6. Yes or No. Is your affection returned? 

7. Yes or No. Has he proposed? 

8. A color. What color is his hair? 

9. A color. What color are his eyes? 

10. Yes or No. Is he handsome? 

11. Yes or No, Is he conceited ? 



28 



ICE BREAKERS 



1- 



12. A shape. 

13. A measure. 

14. A sum of money. 

15. A sum of money. 

16. A virtue. 

17. A profession. 

18. The name of a place. 

19. A lady's name. 

20. The name of a place. 

21. A number. 

22. Yes or No. 

23. State a time. 



What shape is his nose? 
What size is his mouth? 
What is his fortune? 
How much will he allow 

you? 
What is his chief virtue ? 
What is his profession ? 
Where did you first meet? 
What is your rival's name? 
Where do you intend to 

live ? 
How many other proposals 

have you had? 
Will the marriage be a 

happy one? 
When will you be married? 



Progressive Poetry 

Each guest is given a sheet of paper and told to write 
an original line of poetry. He folds over this one and 
tells his neighbor the last word of the line. The neigh- 
bor, knowing only the last word of the previous line, 
adds a second line to rhyme with the first. This is 
folded over and in turn passed to the next neiglibor to 
write a line after having been told the last word of the 
last line, so that the poem is a succession of couplets. 
When the poems have been around the circle each person 
reads aloud the complete poem that has finally reached 
him. 

The Goat 

One person goes out of the room, but before going he 
is told that when he comes back be is to ask a question 



ICE BREAKERS 29 

of each person in turn in regard to some object which 
they shall have chosen during his absence for him to 
guess. All questions must be such as can be answered 
by ''yes," ''no" or ''I don't know." After this player 
has gone out, the hostess explains to the other players, 
who are seated around the room, that each is to fix: 
upon his left hand neighbor as the object to be guessed 
and to answer all questions as they apply to this person. 
It will be well to arrange the party, so that there will 
be first a girl, then a man, and so on all around the 
circle. 

The Ridiculous Handkerchief 

The leader should be a person with a contagious 
laugh. He is provided with an ordinary white handker- 
chief, which, when the plaj^ers have formed a circle 
around him, he throws into the air. At this signal 
everybody must laugh as heartily as possible until the 
handkerchief touches the floor. If any one continues 
to laugh after the handkerchief has touched the floor he 
must drop out of the magic circle. Wlien all but one 
player have been obliged to drop out, the prize is given 
to that person. 

Aesthetic Dancing 

The players form a circle standing about two feet 
apart from each other. The leader stands in the middle, 
holding a long stout string, to the end of which is tied 
a small book wrapped in paper. The person in the 
center of the circle whirls the book around the circle, 
holding it by the string, and each time coming nearer 
the feet of the players who form the circle. The book 
comes nearer and nearer the feet until the players must 



30 ICE BREAKERS 

jump over it to avoid being hit. As soon as the book 
touches the feet of any one, that person must drop out 
until five people have been put out. Then a new circle 
is formed, with the first one who had been hit, in the 
center. 

Musical Neighbors 

Half of the company are blindfolded. They are then 
seated so that each has a vacant chair at his right hand. 
The remaining half of the players now gather in the 
middle of the room in perfect silence. At a signal the 
unblindfolded players each take one of the empty seats 
next to the one blindfolded. When requested to sing 
the unblindfolded ones must do so, disguising their 
voices as they choose. The blindfolded persons listen 
attentively and each tries to guess who his singing right 
hand neighbor is. No blindfolded player is to remove 
his bandage until he gives correctly the name of his 
right hand neighbor. 

Everlasting Talk 

The girls in the group are seated so that there is 
an empty chair between every two girls. The men 
stand in the center of the room until a signal is given, 
whereupon they take any seat. Then the men are given 
cards with topics of conversation written upon them. 
For example: 

1. Suffrage. 

2. The Bachelor Girl. 

3. The Next Presidential Election. 

4. The Ideal Man. 

5. The Ideal Woman. 



> 



ICE BREAKERS 31 

The men then begin their first conversation upon the 
first topic with the girls to their left. This may last 
for a given time, at the end of which the hostess rings a 
bell. Anyone heard talking about anything but the as- 
signed topic must sing a song in the center of the room. 
The men all move to the right and discuss with the next 
girl the second topic of conversation, and so on until 
every man has had one conversation with every girl in 
the room. Then votes are taken secretly by both the 
men and the girls as to which one has been the best con- 
versationalist. Prizes are awarded to the best man and 
the best girl conversationalist. 

Peanut Pass 

The company is formed in two lines facing each other. 
A pan of peanuts stands beside each leader, and an 
empty pan at the end of each line. Every one in each 
line clasps his neighbor's hands and must not once un- 
clasp hands. At a signal the leader picks up one pea- 
nut at a time and passes it down the line as rapidly as 
possible. If a peanut is dropped it must be picked up 
with hands clasped. The side which first passes all its 
peanuts from one pan to the other gets all the peanuts. 

Hash 

Cut a good short story into paragraphs and hand it 
about the group. The one who thinks she has the open- 
ing paragraph begins to read. The one who thinks she 
has the next paragraph begins hers, and so on, each 
one listening so that she may bring in her part at the 
right time. There is always someone who brings in 
her part at the wrong time, making ''Handsome Harry 
rush through the door"— ''clothed in exquisite furs 



32 ICE BREAKERS 

and scarlet satin, her complexion one of pearliest 
white.'' 

Gossip 

The players form in a circle. The first player whis- 
pers a sentence to the second, who repeats it to the third 
and so on until the sentence comes to the first, who re- 
peats aloud the original and the conclusion. 

A Nosy Nose 

Six or seven well known people are taken out of a 
group and kept out of sight. A large paper with a hole 
poked through it, is hung in front of the audience. One 
by one the people behind the scenes poke their noses 
through the hole, lingering until the audience guesses 
the nose. A huge cardboard nose may also be stuck 
through. 

Tell-Tale Proverbs 

One person tells a story which illustrates a proverb. 
He may use motions which make it quite dramatic. 
When he finishes, the audience guesses what it is. He 
picks on one who he thinks didn't get it to act out 
the next proverb. 

The Paper Artist 

One of two confederates leaves the room. The other, 
with plenty of tablet paper at hand, pretends to make 
an impression of some subject's face on a piece of paper, 
by pressing it gently around the nose, eyes and mouth. 
He calls in his confederate who tells him at once on 
looking at the paper whose picture the artist took. He 
does this by noticing his confederate's hands, which are 



)\ 



ICE BREAKERS 33 

held exactly like those of the subject. This continues, 
using fresh paper each time until someone catches on. 

The Flyers 

This is like ''Simon says thumbs up," but is best 
played standing in a circle. The leader says ''Robins 
fly," and raises his arms up and down in a flying 
motion. The others do the same. This is repeated, 
naming anything that flies, but if the leader names some- 
thing that doesn't fly, as "Elephants fly," the rest 
must not raise their arms. The leader raises his arms 
whether right or not, to make it harder for the players. 
All who make a mistake drop out of the circle. The 
last one standing wins. 

Animal Alphabet 

The group is divided into two sides. The first side 
names an animal the name of which begins with "a." 
The second side names another and so on until one side 
is at the end of its resources and can't name any more. 
That side gives up one of its players to the opposite side. 
The losing side begins with "b," and then "c," and so 
on, having a time limit. The side with the greatest 
number of players wins. 



CHAPTER III 

Musical Games 

The group activities which may be done to the ac- 
companiment of music include folk-dances, musical 
games, square dances and figure marching which have 
been so adapted that they are easy to use with a large 
group of men and girls and are enjoyed by large groups. 
They can be used equally well for groups of ten or 
twelve or for groups of two or three hundred. When- 
ever possible, it makes the work of the director much 
lighter, if ten or twelve sub-directors who know each 
dance thoroughly can be scattered about through the 
group. Unless the girls know the words to the singing 
games it is never advisable to try to teach them to a 
large group. A whistle for each change of step, when 
the game is first being taught, is more effective. A quick 
and easy way to get members of a large group into posi- 
tion for folk dances, etc., is to use the grand march, and 
divide and place the different groups as desired. 

Grand March Figures 

In the Grand March Figures, when entertaining girls 
alone, have them fall in, facing the director in a single 
line. They separate, first one going right, second left, 
third right, etc. When the company includes men, have 
them fall in in two separate lines, the men in one and 

34 



ICE BREAKERS 35 

the girls in another. The following directions are based 
on the assumption that two lines, one of men and one 
of girls, face the director. 

Figure I. 

1. Lines separate, leaders taking them to other 
end of room where the two lines meet and come up 
double (with partners). 2. Stay with partners, 
first couple going to right, second to left, third 
to right, etc. 3. Come up in fours. 4. Divide in 
twos again. 5. When these two lines of twos meet 
at the far end of the room, the line at the direc- 
tor's right forms a bridge by holding inside hands 
high, while the other line passes under it, both 
lines marching all the while. When they again 
meet at director's end of the room, the other side 
forms bridges and the former bridges pass under. 
This is done twice, both sides forming bridges two 
times. 

Figure II. 

Come up in fours. The three at the right of 
each line of four pivot right, leaving one on left side 
to march alone to the left. Come up in fours. 
Three at left side of each line pivot left, leaving one 
at right to march alone. Come up in fours. 

Figure III. 

Fours divide into twos, going to right and left. 
When the two lines approach each other at far end 
of room, the leaders of each line take eight counts 
to meet leaders of other line. On eight, these four 
join hands in a circle and skip seven counts to 
left. On the eighth count the two from the left 



36 ICE BREAKER^ 

line pop under a bridge formed by the right side 
couple, each couple going forward in eight counts 
to meet the next couple of the opposite line. Re- 
peat until leading couples again meet. Break 
ranks. 

Figure IV. 

Countermarch. Each leader turns back close 
upon his own line, turning always away from 
center at each end of the room. When lines are 
widely separated, leaders at far end of the room, 
bring lines to center and come up in twos. 

Figure V. 

First couple to right, second to left, etc. When 
the two lines meet at far end of room, men of left 
column step inside, men of right column step out- 
side and march on. Girls of left column march 
next to men of right column, while girls of right 
column march next to men of left column. This is 
interlacing. Make complete circle of room twice. 
Come up in fours. 

Figure VI. 

Snake Dance. Fours right and left. Come up in 
eights and halt with plenty of space between lines. 
The leader is the one at the right end of the front 
line. Hands held across each line. Leader with 
first line skips into winding formation, leading her 
line so that attachment can be made with line that 
is waiting. Attachment can be made only between 
last one of skipping line and one to extreme right 
of waiting line. When entire group is in line, after 
skipping along a twisted path, break ranks. 



ICE BREAKERS 37 

These figures may be used separately or with two or 
three at a time, or sometimes even as one entire group, 
but that is hardly advisable because smaller groups of 
figures serve splendidly at intervals during an evening's 
recreation. It is always effective to begin and close an 
evening with a grand march. 

Virginia Reel 

The most suitable music is ''Turkey in the Straw," 
*' Whistling Rufus," ''Morning Si" and "Pop 
Goes the Weasel." 

For a very large new group, it is advisable to have 
either a sub-director or two leaders who know the 
figures thoroughly for each group. Groups should con- 
sist of from ten to sixteen people. To get them into 
position have all the men and girls get into two sep- 
arate lines behind their respective leaders. The leaders 
separate, leading their lines down the opposite sides of 
the room, meet in center of the far end and come up 
with partners. Directors go rapidly down line count- 
ing couples off by six, sending the groups of twelve to 
various parts of the room. The two lines of six sep- 
arate and face each other in parallel lines. The players 
clap hands in time with the music. 

The people at the right ends of each line are called 
diagonal right leaders; left ends, diagonal left leaders. 
Each movement of diagonal right leaders is repeated by 
diagonal left leaders. Right leaders begin. 

1 Come to center and bow. 

2. Swing each other round by right hands. 

3. Swing each other round by left hands. 

4. Swing each other round by both hands. 



38 ICE BREAKERS 

5. Do-Si-Do — . Arms folded high. Go round each 

other at center, back to back. 

6. All four leaders come to center, clasp right hands 

across and swing round once. 
The partners opposite each other at the heads of 
the lines now lead the figures. 

7. Hands on partner ^s shoulders, dance down center 

and back. 

8. Swing partner with right elbows locked. 

9. Swing first one of partner's line, left elbows locked. 

10. Swing partner — right elbows. 

11. Swing second one of partner's line, left elbows 

locked. 

12. Swing partner. 

This continues until leaders have swung each one of 
partner's line. Leaders then dance down center, hands 
on each other's shoulders, to their places at the heads 
of their own lines. Each one leads his own line, turn- 
ing away from center, to where last couple of group had 
stood. There leaders join hands forming a bridge, un- 
der which all pass with partners, first pair through 
taking position of head couple, and the original first 
couple remain where they formed bridge, taking posi- 
tion of last couple. This continues until original first 
couple gets back to place. 

Popularity 

Music ''Turkey in the Straw." Verse only, repeated 
over and over. Whistle is blown at end of verse. 

This game is invaluable where there are more men 
than girls or vice versa. Assume that there are more 
men than girls. All the men bunch in the middle of the 



ICE BREAKERS 39 

room. The girls circle around them in as large a circle 
as possible, faced for marching, which means always 
with left hand toward inside of circle. At a command, 
as many men as can, take any girl for a partner. The 
rest stay in the center. The men and girls forming 
the circle march around until a whistle blows. The 
men then about face and march in the opposite direction, 
while the girls march forward. At a second whistle 
all the men including those from the center jump to 
get a partner. The left-overs are not allowed to leave 
the circle but must go to the center and wait for 
the next chance. The marching continues as before. 
This is one of the most popular games for large groups. 

"Rig-a-Jig-Jig'* 

Music, ' ' Rig-a- Jig- Jig, " in ''The Most Popular Col- 
lege Songs." 

Form a large single circle. Drop hands and step 
back. Any number, vaiying according to the size of 
the circle, but usually from two for a small circle to 
ten for a large circle, are chosen to step inside the 
circle and march around counter clock-wise, close to 
the outer ring during the singing of the verse. At the 
last *' heigh-ho" of the verse, they take the girl or man 
— opposite, of course — nearest them, cross hands as in 
skating and go skipping around the circle close to the 
outside ring. At end of chorus all those inside the 
circle drop hands and march around in single file. At 
chorus, they take partner from outside circle. When all 
have been chosen and have partners, the director calls 
out ''change partners," at very short irregular inter- 
vals, the players all the while skipping in a circle. 



40 ICE BREAKERS 

"We Won't Go Home Until Morning '» 

Music, ''We Won't Go Home Until Morning." The 
verse is played twice, then the chorus. 

Form two parallel lines facing each other, partners 
opposite. Get into position exactly as in a Virginia 
Reel except that each group may contain as many as 
twenty couples. 

Hands are clasped along the lines. Lines are called 
left or right, being determined left or right by director's 
position. 

1. 3 walking steps forward and bob to partner, 

(1-2-3-bob). 

2. 3 steps backward and bob (1-2-3-bob). 

3. Lines marching, cross over, exchanging places 

in following manner: those of right line hold 
hands high, while those of left line drop hands 
and pass under these hands held high, passing 
to partner's right. This may be done in seven 
short steps, on count 8 facing about and bow- 
ing, standing in partner's place. 

4. Repeat 1, all holding hands along lines. 

5. Repeat 2. 

6. Repeat 3. 

Chorus. 

1. Clap hands (1-2-3 pause). 

2. Repeat. 

3. Clasping both hands of partners, all slide down 

center, 4 counts, and back 4 counts. 

4. Swing partner by right hand, 4 counts. 

5. Back to place and bow, 4 counts. 



ICE BREAKERS 



41 



Nigarepolska Music, '^Nigarepolska. 



77 




Count number of players in circle. Take out a num- 
ber of players, wbicb number goes evenly into the whole 
number. For instance, if there are twenty-four in the 
circle, take out either two, four or six players. They 
face any one they choose, a man facing a girl, etc. 
Every one has hands on hips and hops four times to 
music, hopping first on the left foot and touching the 
right heel to the floor, change, etc. At chorus those on 
the inside of the circle jump about, facing center, clap- 
ping hands once, then folding arms. Those whom they 
faced place hands on their shoulders. They run around 
the circle, counter clock-wise keeping close to the outer 
ring, in short running steps. At end of chorus they 
stop in front of the one closest at hand, and still in that 
same position all do the hop step. At chorus, hands are 
dropped from shoulders and those inside the circle jump 
around facing center, each in his own place, and the one 
whom they faced joins their line by placing his hands 
on the shoulders of the back one. This makes three in 
every line. This is repeated, and the train has four 
units, then five and so on, until every one has been 
chosen for some line, each line adding to itself only 
one person at a time. "When the last ones have been 
chosen, the lines are all united by all leaders putting 
hands on the shoulders of the last one of the line ahead. 
The music is played faster and faster until the circle 
breaks. 



42 



ICE BREAKERS 



"Pop Goes the Weasel" (Music, ''Pop Goes the 
Weasel") 

Form in sets of three couples, partners facing. Get 
into position as for a Virginia Reel. 

16 measures — First couple turn away from each other 
and skip down outside of lines (8 counts) and back 
again (8 counts). Joining hands they slide down the 
center of set (8 counts) and back again (8 counts). 

8 measures — First couple with lady of second couple, 
form circle and skip around, and on last bar pop sec- 
ond lady under their arms into first lady's place. 

8 measures — Repeat with gentleman of second couple. 

8 measures — Repeat with gentleman of third couple. 
The first couple is now at the bottom of the set. Join 
hands all around and skip one full circle to the left. 

4 measures— All partners join right hands and skip 
once around each other to place. The second couple, 
now at the head, repeat the figures, then the third 
couple, and so on. 

"Merry-Go-Round" Music, ''Merry-Go-Round." 

Form a double circle, partners facing. Get players 
into this formation, having leaders lead double line up 
to director and then marching together, lead lines into 
a large circle, either men or girls inside. Hands on 
hips. 





Young maid, young maid, young maid, young maid dear, 

Go get your hat and parasol, the circus it is here. 

Three for the big ones, five for the small. 

Hurry up, hurry up, you can not go at all. 

Hop, hop, hop, the day it is so clear, 

For Andersen and Petersen and Lundstrom, my dear. 

Hop, hop, hop, the day it is so clear. 

For Andersen and Petersen and Lundstrom, my dear. 

By permission of Mary Wood Hinman. 

43 



44 ICE BREAKERS 

1. Hop on left foot pointing right toe directly 

to side, change quickly to right foot, pointing 
left toe to side alternating rapidly. This con- 
tinues through ''The circus it is here." A 
whistle at that point may be the signal for 
change in step. 

2. Hop on left foot, pointing right toe forward, 

changing quickly to right foot and alternating 
through "Five for the small." 

3. Stamp quickly 1-2-3, pause, 1-2-3, pause 

1-2-3-4-5. These stamps are in time with the 
words ' ' Hur-ry up ! " etc. 

Chorus: All face center, inner circle joining hands, 
those outside putting hands on partner's shoulders. 
They imitate a merry-go-round, which goes very slowly 
at first, then faster and faster until it spins. The in- 
side circle must be kept small or disaster is inevitable ! 
The step is a slide (to the right always) long and slow, 
at first, then rapidly becoming faster. At the end of 
the chorus partners change places, repeating from be- 
ginning. 

When using this game for girls only, it is advisable 
to teach the words, but when there is a very large new 
group of girls and men, a whistle for each change of 
steps is most effective. 

Jerusalem 

The music should be lively march music and full of 
surprises. 

If entertaining a very large group get as many chairs 
as possible. If a small group, get one more chair than 
players. Place the chairs in a line so that one faces one 
way and the next the other way. The players line up 



ICE BREAKERS 45 

close to the chairs. When the music starts they march 
around the chairs, and when it stops, most unexpectedly, 
they scramble for a chair. If a very large group is 
playing all who did not get chairs drop out of line. 
One chair is removed each time, with the unsuccessful 
players dropping out one by one until the two last play- 
ers try for the remaining chair. Girls or men may be 
substituted for chairs, each standing with right hand 
on hip. 

Circus Horse 

The formation is just as in ''Popularity,^' except that 
all face the center, with the girls seated as far apart as 
possible and their men partners standing behind them. 
The surplus men or girls are in the center. The pianist 
plays different kinds of music which indicate the step 
to be used. If she plays a march, all the men who 
are standing behind chairs must face for marching and 
march around until, when the music stops suddenly, 
all the men rush for partners. Those who get left go 
to the center. The excitement comes in the suddenness 
with which the music stops. It may be necessary to 
have a girl leader to call out and perhaps demonstrate 
the various steps called for by the music. These steps 
may include a Run, March, Tip-toe, High step, Gallop, 
Fly, and Hippity-hop. 

Barn-Dance 

Music, ''Morning Si." 

In the barn-dance there are two steps which are used 
throughout. 

Step No. 1. Three short running steps and hop (step 
— step — step — hop). This step is al- 
ways done twice. 



46 ICE BREAKERS 

Step No. 2. Step — hop, step — hop, step — hop, step 
— hop. 

New barn-dance figures are very easily formed, using 
the two different steps as a foundation. The following 
are some suggestions for figures. The lady is always at 
the gentleman's right. In using any of these figures, 
they are repeated over and over until the music stops. 

First Figure — Position, facing forward, inside hands 

joined. 
Step No. 1. Partners go forward. 
Step No. 2. Lady crosses diagonally in front of man 
and back to place, man doing step 
hop in place. 
Repeat Step No. 1. 
Step No, 2. Gentleman crosses diagonally and back. 

Second Figure — Position, partners face, gentleman 

going backwards, hands on shoul- 
ders. ^ . --- 

Step No. 1. Go in direction lady is facing. ^" 

Step No. 2. Slowly reverse positions. 

Step No. 1. Go in direction gentleman is facing. 

Step No. 2. Reverse. 

Third Figure — Position, both facing forward holding 

hands crossed as in skating, right 
hands on top. 
Step No. 1. Forward. 

Step No. 2. Raise arms, not dropping hands, lady 
turning away from partner toward 
her right, makes a complete circle, 
man doing step-hop in place. 
Step No. 1. Forward. 



ICE BREAKERS 47 

Step No. 2. ]\Ian makes circle, turning away from 
partner to his left. 

Fourth Figure — Position, in fours. Partners face 

forward, the two front ones join- 
ing inside hands only, giving out- 
side hands to the other two in 
same position back of them. 
Step No. 1. Forward. 

Step No. 2. Back two step-hop in place keeping hold 
of hands. First two drop inside 
front hands only and turning away 
from each other step-hop around the 
other two, until they meet behind 
them. They join hands, and the 
formation is now with the original 
front couple in the rear and the orig- 
inal back couple in the front. 
Step No. 1. Forward. 

Step No. 2. Exactly like Step No. 2 above, the front 
couple separating and going to rear. 



I 



J * J 






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E 



«- 



3 4 



^ 



t 



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V 



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V 



r^ 



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± 





Used by permision of Clayton F. Summy Company, owners of 
copj^right. 

Noriu Miego. Music, Noriu Miego, played more 
quickly each time the dance is repeated. 

Form in sets of fours, all facing center of square. 
Ladies opposite, gentlemen opposite. 

1. Ladies hands on hips, gentlemen arms folded on 

chest. Hop on left foot and place right foot forward. 

Hop on right foot and place left foot forward. (2 

48 



ICE BREAKERS 49 

counts for each change.) Measures 1 and 2. Hop on 
left foot and place right foot forward. Hop on right 
foot and place left foot forw^ard. Hop on left foot and 
place right foot forward. (1 count for each change.) 
Measures 3 and half of measure 4. Rest remainder of 
measure 4. 

2. All clap hands once. Ladies join right hands, 
gentlemen join right hands. All circle with seven walk- 
ing steps. Turn about on seventh step. Measures 1 to 
4 inclusive. All clap hands once. Circle in opposite 
direction with left hands joined. Measures 5 to 8 in- 
clusive. 

NOTE 

There is almost no limit to cue's resources for finding and 
adapting material of the kind suggested in this chapter. The 
above are merely examples of the type of activity most effec- 
tive, and the adaptations necessary. In choosing material of 
this kind it is essential that the cotillion figures be simple 
enough to give the maximum amount of pleasure to a group. 

Bibliography for Musical Games 

For folk dances, "Folk Dances and Singing Games," by 
Elizabeth Burehenal. Schirmer, New York. $1.50. 

"Hinman Gymnastic Dancing," Voliune III, by Mary Wood 
Hinman. 

"Lithuanian Folk Dances," by Helen Rich Shipps. Clay- 
ton Summy Company, Chicago. 40 cents. 

For figure marching, "Cotillion Figures," Watkins. Neal 
Publishing Company, New York. $1.00. 

For square dances, such as, "Old Dan Tucker," "Money 
Musk," etc., "Complete Dancing Master and Call Book," H. 
J. Wehman Brothers, New York. 25 cents. 

"Polite and Social Dances," by Man Ruef Hofer, Clayton 
Summy Company, Chicago. $1.00. 

"The Most Popular College Songs," Hinds, Hayden and 
Eldridge, New York. 50 Cents. 



CHAPTER IV 

Stunts 

Grouping People for Stunts 

If one has a very large company and wishes to di- 
vide them, each separate group to give a stunt, they 
may be divided in one of the following ways, a placard 
showing each group where to stand: 

1. According to month of birth. 

2. According to birthplace. 

3. Red-headed, light-headed, black-headed, brown- 
headed, etc. 

4. According to profession, teachers, students, clerks, 
soldiers, etc. 

5. According to height, long, short, indifferent. 

6. According to avoirdupois, fat, lean, middling. 

i 

Y-- 

i Upsetting Exercises 

A take-off on a setting-up drill. The class and 
teacher are dressed in the most ridiculous manner. The 
following commands are given while soft sweet music is 
played. 

1. '^ Class, fall in" (fall all over each other). 

2. *'Line up according to fight" (fight for place). 

3. ''Right dress" (button up coats, collars, etc.). 

4. ''Class undress" (unbutton and start to take off 
coats, collars, etc.). 

60 



ICE BREAKERS 51 

5. '' Forward march. On toes march. Backward 
march. ' ' 

6. ''Class, halt" (with several counts). 

7. ''Eye rolling with mouth open." 

8. "Cheek puffing alternately." 

9. "Nose twitching alternately, sidewards and up- 
wards. ' ' 

10. ' ' Winking alternately. ' ' 

11. "Class, face rest." 

12. "Foot placing forward, alternately" (clasp foot 
with both hands and lift it forward). 

13. "Grasp nose with right hand, and right ear with 
left hand. Change." 

14. "Hop toad position" (take an incorrect prone 
falling position with head downward, and on second 
count fall flat with hands extended). 

15. "Tongue stretching forward." 

16. "Head scratching alternately, right. Change 
left." 

17. "Class fall out." 

Intersperse such remarks as, "Less attention and 
more noise." 

Goop Stunt 

A sweater is buttoned around the lower part of the 
body, not coming any higher than the waist. A stick 
or umbrella is put through the sleeves with gloves at- 
tached at each end. A pillow case which is tucked in 
at the waist is put over the head with arms held high, 
holding it there. Be sure of a very secure fastening 
for both sweater and pillow case at waist line. The goop 
when so dressed gives the appearance of possessing a 
very large head and short body. He comes in wobbling 

aO^TON fJNIVFRSin 



52 ICE BREAKERS 

as though he were top-heavy and sings this song in the 
most plaintive, forlorn, hopeless tone possible, to almost 
any or no tune : 

Song. 

I with I wuth a little bird, 

I'd fly to the top of a tree, 

I'd thit and thing my thad little thong, 

But I can't thtay here by mythelf. 

Chorus. 

I can't thtay here by mythelf, 

I can't thtay here by mythelf, 

I'd thit and thing my thad little thong. 

But I can't thtay here by mythelf. 

I with I wuth a little fith, 
I'd think to the bottom of the thea, 
I 'd thit and thing my thad little thong. 
But I can't thtay here by mythelf. 

Chorus. 

Alath, how little do we know 

How many hearths are thad. 

I long to thoothe thome twoubled bweatht. 

And make thome thad heart glad. 

Chorus. 

A variation of this is to have three or four girls 
dressed like goops come in and dance. Any folk dance 
is made ridiculously funny in this way. 



ICE BREAKERS 53 

7v Bride and Groom 

One person does this, with one side of the body 
dressed like a man, the other side like a woman. This 
is very easily done by putting on the man's clothes 
first, pulling the hair straight over to one side and to 
that side of the head pinning a man's soft hat, which 
has one side pushed into the other. The shoe on that 
side must be most masculine. The woman's clothes can 
be drawn together so that only one half shows. For 
example, one sleeve of her waist can be pushed right 
through the other sleeye. The impersonator carries on 
a most animated conversation as if between a bride and 
groom. If the groom is talking she turns the groom 
side to the audience and talks in a deep bass voice. If 
it is the bride, she whirls that side around and talks 
in a decidedly feminine voice. They make love to each 
other, quarrel, make up, and enact a complete romance. 

Italian Grand Opera 

Arrange a touching love scene, having much dramatic 
action and singing, using such words as Spaghetti, 
Tamale, Macaroni, Parchesi, San Francisco, Caruso, 
Amato, etc. A mock accompaniment may be played on 
a piano without striking any of the keys, but with all 
the flourishes of an impresario. 

Peggy 

A girl is concealed so that only her hands show. Over 
these, clasped together, is tied a handkerchief on which 
are drawn the features of a woman. Questions are then 
asked of Peggy which are solemnly answered by a nod 
or shake of the **head." These questions may include 



/ 



i 



54 ICE BREAKERS 

hits at some of those present. The little finger can be 
moved, giving the appearance of eating. 

Ventriloquist 

One person is introduced as a famous ventriloquist 
and several girls are dressed up as dummies. The ven- 
triloquist carries on an animated conversation vrith the 
dummies, pretending to perform a genuine ventriloquist 
stunt, by visibly moving her lips and yet trying to con- 
ceal it when the sounds seem to come from the dummies ' 
mouths. In reality, of course, the girls inside the 
dummy figures are answering her, in most mechanical 
tones, moving their lips in the stiffest, most unnatural 
fashion. The fun lies in the mistakes that are made 
towards the end of the performance. For instance, the 
ventriloquist might stop moving her lips, and a dummy 
continues to talk. At the end, when the ventriloquist is 
not looking, the dummy figures suddenly come to life 
and walk to the front of the stage and bow profusely, 
as the ventriloquist bows. The latter makes her exit in 
confusion. 

The dialogue should be humorous, quick and snappy. 

The Doctor Magician 

Setting — Doctor's office. 

Characters — Doctor with large spoons, empty bottles, 
etc., at hand. Short fat woman who wants to get tall 
and slender. Tall, thin woman who wants to get short 
and plump. 

Fasten two stuffed heads with features marked and 
with hats on, on the ends of umbrellas. Just below each 
one, with a fur boa or some neck piece to fill the gap, 
loosely drape a long kimono. Open one umbrella and 



ICE BREAKERS 55 

have a very tall girl hunch down inside it, appearing to 
be a very short, fat woman. She waddles in to the 
office with great difficulty, and with much puffing and 
wheezing asks to be made thin. The doctor looks at her 
in dismay, then seizes a bottle and a huge spoon and 
pretends to pour some medicine down her throat and 
tells her to stand still one minute, after which the 
medicine will have worked and he can complete his 
treatment. The other umbrella is kept closed and a 
short girl gets under the kimono, holding the umbrella 
high above her head. She walks into the office with a 
fussy, nervous step and demands in a squeaky voice 
that she be made fat. The doctor stands on a chair and 
administers the same treatment. He then takes a 
squirt gun and, filling it with an imaginary prepa- 
ration, shoots it into the mouth of each, at which treat- 
ment the fat one's avoirdupois collapses and she shoots 
up in height, while the thin one rapidly spreads but 
sinks until she is short and fat. The short fat woman 
of course has closed her umbrella and stands up straight 
holding it high above her, while the tall thin woman 
opens her umbrella and pulls it way down. They de- 
scend upon the doctor and after embracing him depart 
in great joy. The conversation is impromptu. 

Crazyola Victrola 

The equipment is a large square box, with the open 
side facing a rear room. Only the top and the front of 
the box are visible to the audience, everything else being 
curtained off. On the top is a clothes wringer, in which 
are inserted the records, narrow slips of paper, yards 
in length. There is a hole in the front of the box in 
which a megaphone is placed. Before each feat an an- 



56 ICE BREAKERS 

nouncer puts his head in the box and in a nasal tone 
drawls out the subjects of the records. The scraping 
sound of graphophones is made by rubbing something 
rough against a tin can. As each ''record" is put on, 
the paper is inserted, the crank is turned, the announce- 
ment is made and then the performers, who are in the 
room behind the curtain, stick their heads in their turn 
into the box and sing or speak through the megaphone. 

The selections may be either good or very funny 
music, solos, duets and even quartets, or readings, the 
humorous ones being the most fitting. 

Advertising 

Different advertisements are acted out, to be guessed 
by the audience after all action has ceased. For ex- 
ample, "Colgate's lies flat on the brush" is illustrated 
by a girl placing a brush on the floor and lying flat on 
it; ''Wool Soap" by a fat girl mournfully looking at 
her sweater which is four sizes too small since it Vv^as 
washed, etc. 

Ford Stunt 

The Bachelor Brother invites two Spinster Sisters to 
ride in his new Ford. The Ford is made of armchairs 
for automobile seats, an inverted folding chair for the 
engine with a lantern on it, and a handle attached, such 
as an ice cream freezer handle. Some one whirling an 
egg-beater behind the scenes, produces an exact Ford 
sound. The tourists dress up in ridiculous motoring 
clothes and with much ado and nervous shrill conversa- 
tion get in. Bachelor Brother receiving minute directions 
as to how to drive. They remark on the beautiful 
scenery they pass, are arrested for speeding, run over 



ICE BREAKERS 57 

a chicken (farmer produces feathers as evidence), have 
a blow-out, have nervous chills, one faints, and the 
Bachelor Brother works up quite a temper. The ride 
ends when the machine falls over an embankment. 

Romeo and Juliet 

Juliet stands on a ladder, dressed in white. Romeo, 
in plumed hat, velvet cloak, etc., stands below her, look- 
ing up, and the following dialogue takes place : 

Romeo — ''It vas her, Oh, it vas mein luf. She schpeaks 
somedings aber I don't fershtand vat she say. Oh, 
see, she has her scheek on her handt. Oh, if that mit- 
ten on her handt vas me dot I might touch dat 
scheek ! ' ' 

Juliet — ''Ah, me!'* 

Romeo — "Oh, schpeak, von dimes more pright angel 
pird!" 

JuLiETr—" Romeo, Romeo, ver you was?" 

Romeo — "I took dhee at dhy vord und came. 
Call me, luf, und I come quick ! ' ' 

Juliet — "How you got dot garten in?" 

Romeo — "Mit luf's light vings I der vail schump over 
like a geese pird. ' ' 

Juliet — "If mein fader see you, it was petter if you 
diedt before you vas porn." 

Romeo — ' ' I haf e me one night 's cloak to hide me in, und 
if you luf me it vas petter if I gone dedt here before 
dose pright eyes as some places oderv\^here, ain't it?" 

Juliet — "0 Romeo, you make me plush aber you gant 
see dot in de night. O dost dhou luf me?" 

Romeo — "Schweed goil, I schwear by dot moon I luf 
dhee." 






58 ICE BREAKERS 

Juliet — "Oh, schwear not by dot moon. Sometimes lie 

don't shine and such luf like dose I don't vant." 
Romeo — ' ' Dan vat I schall schwear py, fair geese pird ? ' ' 
Juliet — ''Don't schwear at all, but if dhou moost 

schwear, schwear py your own gracious self." 
Romeo — "So help me, gracious, I luf dhee." 
Juliet — "Goot nightd, good nightd, I must me on der 

ped go. 
Romeo — "0 golly, you gone away? 
Juliet — "Vat goot for me gan you tonight hafe? 
Romeo — "Dot you gan gif me yourself und all your 

luf." 
Juliet — "You got my luf pefore you ask him, and I 

gif him to you again und again, und again I must to 

ped now go. Goot nightd, goot nightd, goot nightd ! ' ' 
Romeo — "Der teufel! She vas gone! Oh, you agin 

pack ? I got me shceerd, I dought you don 't get agin 

pack." 
Juliet — "Romeo, hist!" 
Romeo — "Schweed vone, I hist, I don'd gare if I hist 

the nightd through so you pin der hister. It vas so 

schweed to stand here." 
Juliet — "It vas near morning und I vould haff dhee 

gone. I must on der ped go. I see dhee agin." 
Romeo — "Oh me. Oh me, dot vas too pad. Schleep, 

schweed schleep. I come me some odder nightd. 

Goot nightd, goot nightd 



> J 



The Mock Trial 

Any subject may be used for the trial but the more 
apt the charge, the better. By using well known people 
as witnesses, plaintiff, defendant, jury, etc., a great deal 
of fun is aroused. Much depends on securing capable 



ICE BREAKERS 59 



< i 



lawyers." Everything, while bearing the air of the 
greatest seriousness, must be made absolutely ludicrous 
in its application. Previous rehearsal spoils the fun; 
the impromptu feature lends a charm. 

A Mock Political Convention 

This needs just a little bit of preparation and parts 
are assigned a few days ahead of time. The make-ups . 
of well-known presidential candidates, the chairman of 
the convention, the policemen, the telegraph messenger 
boy can be well caricatured. A most dignified proces- 
sion into the convention hall opens the events of the 
evening. A brief business meeting follows, and then 
the names of the respective candidates are placed in 
nomination. Personal allusions bring out sharp retorts •^ 
and the speeches of the candidates themselves can give 
a spicy lesson in current events. Hurrying messenger 
boys and the ejection of some disqualified delegates lend 
diversion and interrupt the serious addresses. 

y Pipe Organ. 

Girls in black waists stand behind a curtain which 
comes up to the waist line. 

Make pipes of heavy wrapping paper, large enough to 
go down over the girls' heads. These may be gilded. 
Slits may be made in each pipe over the girl's mouth. 
Any number of girls may be used, but five is sufficient, 
arranged with the tallest in the center. The girls hold 
out their hands stiffly with the fingers together, palms 
upward, for the keyboard. The organist sits on a stool 
and plays, making different movements as if some 
fingers were stops, etc. The girls make different sounds 
as they are played upon. A soloist may sing a touching 



/ 



60 ICE BREAKERS 

old or new song to the music. One pipe out of tune is 
very funny. 

;^ "Well, I Will" 

One person gives this, twisting her mouth according 
to directions for each character. As she speaks for Sail, 
for instance, who calls Ma, she must twist her mouth 
like Sail 's. At the end when she says for John, ' * What 
a blessing, etc.," she must twist her mouth rapidly, to 
imitate the peculiar twists of each mouth. 

''Ma's got a mouth like this" (lips pulled in). 

"Pa's got a mouth like this" (lips parted and held 
stiffly apart like the mouth of a fish). 

''Sail's got a mouth like this" (mouth twisted to left 
side). 

"Sam, he's Sail's beau, he's got a mouth like this" 
(mouth twisted to right side). 

"John went off to college and he's got a mouth like 
this" (mouth straight). 

"One night Sam came to see Sail, and Sam said, 
'Sail, will you marry me?' Sail said, 'I guess so.' 
'Well, I wish you would.' 'Well, I will.' 

"So that night they got married, and Sam had to 
blow out the candle" (blow). " 'Sail, I can't blow this 
candle out, come see if you can.' 'All right.' 'Well, I 
wish you would.' 'Well,-- 1 will.' (Sail tries.) 

" 'Sam, I can't blow this candle out, I'll call Ma.' 
'Well, I wish you would.' 'Well, I will. Ma, Ma! I 
wish you'd come and see if you can blow this candle 
out. Sam tried and I tried, and we can't blow it out 
so come and see if you can.' 'All right.' 'Well, I wish 
you would.' 'Well, I will.' (Tries blowing.) 'Sail, 
Sail, I can't blow this candle out, I'll call Pa.' 'Well, I 



ICE BREAKERS 61 

wish you would.' 'Well, I will. Pa, Pa, come and see if 
you can blow this candle out, Sam tried and Sail tried 
and I tried and we can't blow it out. Come see if you 
can.' 'All right.' 'Well, I wish you would.' 'Well, I 
will. Ma, Ma, I can't blow this candle out, I'll call 
John. ' ' Well, I wish you would. ' ' Well, I will. John, 
John, come and see if you can blow this candle out. Sam 
tried. Sail tried, Ma tried and I tried and we can't blow 
it out. Come and see if you can.' *A11 right.' 'Well, 
I wish you would.' 'Well, I will.' " (Blows it out.) 
"What a blessing it is to have one straight mouth in the 
family. ' ' 

Have You 'Eared about Hairy? 

The one who tells the news does so slowly, but melo- 
dramatically, slapping the second man on the part of 
the body named in his story. ' ' Chester ' ' merely listens 
with mouth wide open, jumping nervously at each slap, 
but at the end knocking down the first man. The two 
come in from opposite sides and bump into one another. 
The first one immediately becomes excited and says, 
"Hello, Chester (chest). Have you eared (ear) about 
Hairy? (hair). He jest (chest) got back (back) from 
the front (knees) to do feats (stepping on both feet) 
for the army (arm). Hip hip (hips) hooray for the 
army!" (arms), whereupon Chester knocks him flat. 

Three Land-Lubbers in Bathing 

Three people enter, dressed in bathing costumes. 
They approach imaginary water, put in the tips of their 
toes, draw back, feel the water with their hands, shiver, 
put water on their necks, venture in, draw feet up high, 
take hold of hands, advance and finally all duck down 



62 ICE BREAKERS 

and at that moment all give a sudden yell, turn about 
and dash off the stage. As all has been absolutely still 
up to the yell, it is a surprise. 

The Coquette 

Cast — the coquette, a maid, four gentlemen callers. 
Scene — a sitting room. 

The coquette, dressed in a very fancy gown, sits read- 
ing, when a ring is heard. The maid, with -a large tray, 
goes to the door, and, after taking in the card, ushers 
in the first suitor. He presents the girl with a bunch of 
artificial flowers, after which they sit down and carry on 
a very animated pantomime conversation. Soon another 
ring is heard, and the maid again goes to the door. She 
brings in the card of a second suitor. The coquette, 
embarrassed and excited, snatches her first caller from 
his chair, forces him to his knees, and makes him hold 
the maid's tray over his head. She grabs up a table 
cover and throws it over the tray, thus covering the 
man^s head, and converting him into a table. The sec- 
ond suitor is then ushered in. He brings a box of candy, 
and after presenting it, another pantomime conversation 
is held. A third caller arrives with a gift, and while he 
is being met at the door by the maid, the unfortunate 
second is converted into a hatrack by covering his head 
with an overcoat and thrusting his arms part way 
through the sleeves and hanging a hat upon one of his 
arms. Caller Number Three comes in leisurely, puts his 
hat on the rack, takes off his gloves, and after he has 
made love to Miss Jones for a few minutes the doorbell 
again rings. Caller Number Four is announced but 
after a moment's reflection, Miss Jones now conceives the 
idea of making Caller Number Three into an armchair; 



ICE BREAKERS 63 

he is accordingly put down on a chair, and a cover is 
thrown over him to make him resemble an armchair. 
Caller Number Four comes in and sits down in the arm- 
chair which hits the hatrack. The hatrack in turn top- 
ples over the table so they all go in a heap on the floor. 
The screen is quickly turned or drawn. 

Alphabetical Romance 

S. 0. S. B. V. D. 

Q. E. D. X.Y.Z. P.D. Q. 

A girl sits in an imaginary garden with some one 
holding branches of trees, etc., over her head. A lover 
comes in. She is greatly surprised, cries, ''B. V. D." 
and falls into his arms, whereupon he says feelingly, 
**S. 0. S.!'' The romance continues, they are absorbed 
in each other, he brings forth a box of candy, finally 
they quarrel and at last make up. All this is shown 
through facial expression, gesticulations and by using 
such combinations of letters as shown above. The ro- 
mance can be enlarged upon as desired. 

y^The Dwarf Exhibit 

Two persons play the dwarf, a third acting as an 
exhibitor who should prepare beforehand a humorous 
speech setting forth the history and accomplishments of 
the dwarf. By an improvised screen hide all the prepa- 
rations in dressing the dwarf. 

To arrange and dress the dwarf, place a table on the 
platform and cover it with a cloth or curtain that will 
reach to the floor. One person stands behind the table 
and places his hands on it ; these with his arms form 
the feet and legs of the dwarf. Over his arms should be 



64 ICE BREAKERS 

drawn a pair of boy's trousers and on his hands should 
be a pair of shoes. The trousers should be drawn down 
until they reach the heels like a man 's. A second person 
stands behind the first and passes his arms under the 
first one's shoulders. By putting a coat over the arms 
and buttoning it down the figure of the first person and 
then throwing a cape around his neck, so arranged as 
to cover the head of the person behind, the dwarf's 
dress is completed. The hands of the second person act 
as the hands of the dwarf, and as the latter makes his 
appearance, they raise his hat when he bows to the 
audience. The exhibitor should then recite the various 
accomplishments of the dwarf, including dancing and 
even his ability to suspend himself in the air without 
support. The dwarf should then be invited to entertain 
the audience, and he should begin by making a little 
speech in either a thin falsetto or a heavy bass voice, or 
by speaking any humorous piece. The second player 
makes gestures to the speech which in themselves will 
create a laugh. Then the dwarf begins to dance. The 
hands of the first performer do this, and all of a sudden 
in the midst of a quick step they are both lifted from 
the table and remain suspended in the air for a quarter 
of a minute. Then they drop to the table again and 
the dwarf appears to be exhausted with the unusual 
effort. 

In making his parting salute to the audience the 
dwarf astonishes them all by putting both feet to his 
mouth and throwing kisses with his toes. 

How We Got the American Flag 

First Scene: 

Several persons stand behind a sheet which they hold 



ICE BREAKERS 65 

about four feet from the floor. Broomsticks show above 
the sheet. The stage manager comes in, labels sheet, 
*'Camp," broomsticks, ''Guns," and places such signs 
as ''Trees," "More Trees," "Moon," etc., around on 
chairs in front of the sheet. 

Enter First Soldier. Patrols in front of camp. 

Enter Second Soldier. Salute. 

Second Soldier — "Say, we ain't got no flag." 

First Soldier — "I know, ain't it fierce!" 

Second Soldier — "What 're we goin' to do about it?" 

First Soldier— "I'll see George." 

Second Scene : 

First Soldier is still patroling camp. Enter George 

"Washington. 
First Soldier — "Say, George, we ain't got no flag." 
George — ' ' I know, ain 't it fierce ! ' * 
First Soldier — "What 're we goin' to do about it?" 
George—' ' I '11 see Betsy. ' ' 

Third Scene: 

Camp label changed to "Home of Betsy Ross." Betsy 
minding the baby. Enter George Washington. 
George — "Say, Betsy, we ain't got no flag." 
Betsy — "I know, ain't it fierce!" 
George — "What 're we goin' to do about it?" 
Betsy — "Here, you hold the baby and I'll make one." 
Baby of course squalls. After very short pantomime 
of sewing with back to audience, Betsy waves a 
flag. 
Performers all sing the "Star Spangled Banner." 



66 ICE BREAKERS 

The Hawaiian Musicians 

Several girls wear black jerseys and skirts made of 
hay. They stand together in a little group on the stage 
and in a ridiculous fashion burlesque Hawaiian singing. 
They sing any foolish song, dragging out the notes in 
long, lingering tones or shrilly, in true Hawaiian fash- 
ion. 

One tune used successfully is, *'One grasshopper 
jumped right over the other grasshopper's back," etc., 
to the tune of ''John Brown's Body." 

d Tight Rope Walker 

Stretch a large, thick rope across the floor and have 
the performer walk back and forth on it, going through 
the various antics of a real tight rope walker. She may 
be dressed in any funny costume, and should wear the 
usual kimono over it, struggling to retain her balance 
by means of a tiny parasol. First, after much hard 
work, she may remove her kimono and 'then carry on 
her other various tight rope walking acts, for example, 
balancing a pencil or similar object on her nose or chin 
by having a piece of chewing-gum stuck on the end of 
the object and sticking it in place. The performer must 
know the usual stunts of a tight rope walker and it is 
very amusing to see them carried out on the floor in- 
stead of in mid-air. 

The Champion High Singers 

Three or four people enter, and crouching down on 
their heels, sing a song in a very low key. They rise 
gradually, stand straight, then on tiptoe, and finally 
climb on chairs, raising the key of the song with each 
process until they are singing at impossible heights. 



V 



ICE BREAKERS 67 

The Inverted Quartet 

A quartet, with only their heads showing above a 
sheet, sing a really beautiful song. At the end of their 
song they apparently stand on their heads and repeat 
the chorus, only their feet showing. This is done by 
having them put socks and shoes on their hands and 
raising them up above the sheet when heads are ducked. 
Just before the end, one of the people who holds the 
sheet accidentally drops his end. 

The Cat Fight 

Two people enter dressed in black cat costumes, and 
do the Oxdansen from ''Folk Dances and Singing 
Games" by Elizabeth Burchenal. 

Pig Tail Quartet 

Four girls who have good voices and long pig tails 
stand in a row with their backs to the audience. The 
music-master produces a most wonderful quartet by 
pulling on the pig tails as he would pull bell-ropes. 
After a good selection, they may sing a funny one and 
at the end he pulls off, by mistake, a false pig tail. 

Impersonations 

Famous and local characters are impersonated, both 
in appearance, action and talk, the audience guessing 
who is being impersonated. No guesses are allowed 
until the character has finished his performance. 

The Doll Shop 

A fastidious buyer and her bored young daughter 
came into a doll shop to search for a doll, ''Something 



68 ICE BREAKERS 

different, don't you know!" The shop keeper calls out 
his dolls one by one. They come in mechanically, per- 
form the stunts he calls on them to do and line up 
glassy-eyed against the wall, where startling things may 
happen, such as one throwing a stiff fit because a wrong 
wire has been touched. Personal hits at those taking the 
part of dolls may be made. The buyers leave soon with 
such remarks as, ''The dolls have no life — no animation 
— so common, don't you know! 



j> 



Misspelled Spelling 

The following pieces are made ridiculously funny by 
exchanging the first letters of words: 

I. Once a big molice pan 
Met a bittle lum 
Sitting on a sturb cone 
Chewing gubber rum. 
*'Hi," said the molice pan, 
*' Won't you simme gum?" 
**Tixxy on your nin type," 
Said the bittle lum. 

11. Heard about my little dog difo? 
Bought him when he pas a wup, 
Taught him to stand on his lind hegs. 
And hold his lont fregs up. 

III. The night was stark and dormy, the wind went 
beeping swy, 
The lightning fashed in flury and the runder 

thored on high, 
A little old cog labin stood by a rountain moad 



ICE BREAKERS 6^ 

And from its wroken brindow a flickering shandle 
code, 

A faint but biendly feakon it wone upon the shay 

To those githout its widence who might go star 
afray. 

The dabin core stood open and from it meared a 
pade 

Intent on sowing gumware and in rad glags ar- 
rayed, 

And when she law the sightning, and heard the 
rashing dain 

She wumbled to the tether and dut the shore 
again. 

Pantomime 

The four stunts following are acted out in pantomime, 
accompanied by a most dramatic reading of the story. 

Lord UUen's Daughter 

Suggestions for staging — A sheet, with a person at 
each corner to keep it waving, represents the sea ; a 
clothes-basket serves as the boat, and tennis racquets as 
the oars. 

Cast — Boatman, lovers, father, horsemen. 

A Chieftain to the Highlands bound 
Cries, "Boatman, do not tarry, 
And I'll give thee a silver pound 
To row us 'er the ferry. ' ' 

**Now, who be ye, would cross Lochgyle, 
This dark and stormy water?" 
"Oh, I'm the Chief of Ulva's Isle, 
And this. Lord Ullen's daughter. 



70 ICE BREAKERS 



a 



And fast before her father's men, 
Three days weVe fled together, 
For should he find us in the glen 
My blood would stain the heather. 



ii 



His horsemen hard behind us ride, 
Should they our steps discover, 
Then who will cheer my bonny bride. 
When they have slain her lover 



> > 



Outspoke the hardy Highland wight, 
**I'll go, my Chief, I'm ready, 
It is not for your silver bright, 
But for your winsome lady. 

**And by my word, my bonny bird 
In danger shall not tarry. 
So, though the waves are raging white, 
I'll row you o'er the ferry." 

By this the storm grew loud apace. 
The water wraith was shrieking, 
And in the scowl of Heaven, each face 
Grew dark as they were speaking. 

But still, as wilder blew the wind, 
And as the night grew drearer, 
Adown the glen rode armed men. 
Their tramping sounded nearer. 






Oh, haste thee, haste," the lady cries, 
Though tempests 'round us gather, 

I'll meet the raging of the skies. 

But not an angry father." 



ICE BREAKERS 71 

And still they rowed against the roar 
Of waters fast prevailing. 
Lord Ullen reached that fatal shore, 
His wrath was turned to wailing. 

For sore dismayed, through storm and shade 
His child he did discover, 
One lonely hand she stretched for aid 
And one was 'round her lover. 

**Come back, come back," he cried in grief, 
** Across this stormy water. 
And I'll forgive your Highland Chief, 
My daughter. Oh, my daughter." 

'Twas vain, the loud waves lashed the shore, 

Return or aid preventing, 

The water wild went o'er his child, 

And he was left lamenting. 

The Eskimo Tragedy 

Suggestions for staging — Footlights, several red- 
headed girls with paper bags on heads labeled, *'Ye foot- 
lights," bags to be removed when play begins. Chairs 
draped with sheets, labeled, *'Ye Icebergs." A tall girl 
at either side of the stage labeled, ''Ye Curtain Pole." 
Two or three girls with frills of colored paper around 
their necks and frilled paper caps are brought in by 
the stage manager and seated behind the footlights, 
around each is fastened a band of red paper, to repre- 
sent a flower pot, and each is labeled ''Ye Potted 
Plant." 



72 ICE BREAKERS 

Cast — Eskimo, Eskimaid, Fido, the Dog, Eskimur- 
derer, the Rival. 

Costumes — Eskimo and Eskimaid in fur coats and with 
fur muffs on the head and on each leg. Fido is repre- 
sented by a girl, on all fours, covered with a fur rug. 
On the rug is the sign *'Fido." Eskimurderer is 
dressed much as the Eskimo. 

Properties — Fur collars, muffs, etc., to line the grave 
Moth balls. Large spice or pepper box. 

Mid Greenland's polar ice and snow 
Where watermelons seldom grow — 
It's far too cold up there, you know — 
There lived a bold young Eskimo. 

Beneath the selfsame iceberg's shade, 
In fur of bear and seal arrayed — 
Not over cleanly, I'm afraid, 
There lived a charming Eskimaid. 

Throughout the six-months night they'd spoon — 
0, ye in love, think what a boon! 
To stop at ten is far too soon 
Beneath the silvery Eskimoon. 

The hated rival now we see, 

You spy the coming tragedy — 

But I can't help it, don't blame me — 

A.n Eskimucker vile was he. 

He spied the fond pair there alone, 
He killed them with his axibone. 



ICE BREAKERS 73 

You see how fierce the tale has grown — 
The fond pair died with an Eskimoan. 

Two graves were dug deep in the ice 
And lined with fur, moth-balls, and spice. 
The two were buried in a trice, 
Quite safe from all the Eskimice. 

Now Fido comes. Alas, too late — 
I hope it^s not indelicate 
These little incidents to state — 
The Eskimurderer he ate. 

Upon an Eskimo to sup 

Was too much for an Eskipup. 

He died. His Eskimemory 

Is thus kept green in verse by me. 

The Umha Family 

1. — Mr. Umha enters dressed as an old farmer. 

2. — Mrs. Umha, big and fat, enters dressed like a 

farmer's wife. 
3. — A girl enters on all fours, dressed as a mule, 

drawing a large cardboard box with no bottom, 

for a sleigh. Wears a sweater with hay sticking 

through. 
4. — Children enter one by one dressed in ridiculous 

costumes, and take their places in the sleigh. 
5. — The mule slips and slides, and finally falls down, 

the sleigh upsets, and they all fall out. 
6. — Several doctors and nurses rush in and bind up 

the wounds of the injured children. 



74 ICE BREAKERS 

7. — They then bury the mule. 

8. — All jump out and shout Um ha ha. 

Come and listen to me and you shall hear 

A story of old, most wondrous queer 

Of a family known both far and near 

By the funny name of Umha-ha. 
1. — Mr. Umha said one day 

He thought he'd take the family sleigh 

And ride upon the frozen snow, 
2. — And Mistress Umha said she'd go. 

They took the family, of course. 

Including, too, the family horse. 
3. — He was a mule, and a big one too, 

You could see his ribs where the hay stuck 
through. 
4. — There was Tim and Duley Umhaha. 

Rose and Julie Umhaha, 

Lizzie Minnie Umhaha, 

Big fat Jennie Umhaha, 

Fourteen people in one sleigh, 

They started out to spend the day. 

But luck will have it as it will ; 

When they struck the top of the hill 

The hill was slippery and down they flew. 

How fast they went they never knew. 

The time they made it can't be beat. 

And the old mule had no use for its feet. 

He looked like a bird or a ship in sail 

And he flew with his ears and steered with his 
tail. 

'Twas a mile to the bottom and the bottom was 
mud 



ICE BREAKERS 75 

5. — And they all struck the bottom with a sickening 
thud. 

And Tim and Duley they were dazed, 

Rose and Julie they were crazed, 

Lizzie Minnie bumped her nose 

Big fat Jennie she was froze. 
6. — Fourteen doctors came from town 
7. — And they buried the mule down under the ground 

( 'Cause you never see a dead mule lying around). 

It took four days to haul them home, 

And when they found they'd broken no bones 

They all jumped up and thanked their stars, 
8. — And they all cried Umha-ha-ha-ha. 

Wild Nell 

The following tale is acted in pantomime, as if in the 
form of moving pictures : 

''Ladies, gentlemen and others: We take great pleas- 
ure in presenting to you tonight the Film 

Company, Limited, very limited, in a moving burlesque 
entitled, 'Wild Nell, the Pet of the Plains,' or 'Her 
Final Sacrifice.' May I introduce Lady Vere de Vere, 
the English heiress. Handsome Harry, the King of the 
Cow Boys, Sitting Bull, the Indian Chief, Bull Durham, 
his Accomplice, Hula Hula, the Medicine Woman, and 
Wild Nell, the Pet of the Plains." 

As the names are read the characters come in from the 
right for an introductory bow and pose in character as 
on a movie screen. Lady Vere de Vere, in burlesque 
evening dress, flutters to the center, curtsies and exits 
left. Handsome Harry, in cow-boy's costume, wooden 
pistol, sombrero, with great strides and swing of arms, 
faces front, tips his hat in three directions, and strides 



76 ICE BREAKERS 

off. Sitting Bull, in blanket-shawl, paint and head- 
dress of feathers waddles in looking at the audience 
with a fierce frown. Bull Durham imitates him. Hula 
Hula in squaw costume, smoking a pipe, is indifferent 
to every one. Wild Nell, in western costume, hands on 
hips and with a "come-get-me" wink, flits across the 
stage. (Wild Nell should be small and very vivacious.) 
While the story is being read, the characters cross 
back, acting their lines. ''Lady Vere de Vere leaves 
her ancestral home for America." (Crosses stage back- 
wards, throwing kisses toward wings, and bumps Hand- 
some Harry, who is watching her with great interest; 
registers surprise. ) Handsome Harry lifts hat, suggests 
walk, offers arm and pair leave in direction Lady Vere 
de Vere was going, to left. ' ' Wild Nell sees the meeting 
and her soul trembles with jealousy." (Nell enters, 
registers wild jealousy, shows great emotion and goes 
back to wing.) ''Sitting Bull and his accomplice plan 
to capture the English heiress." (Bull tiptoes stiffly 
to center and beckons Durham, who imitates him ex- 
actly. They plot, scanning the horizon in unison. 
This is done in the following manner: they meet in 
the center front, go to opposite corners, look all about 
and come back to confer in center front. Next, go to 
back corners of stage in same manner, conferring again 
in center front.) "They hide behind a prairie-dog 
hut." (They take four steps in unison to right and 
squat together.) "Lady Vere de Vere strolls across 
the plains." (She zigzags over the stage, very elabo- 
rately breaking off flowers, reaching anywhere, occasion- 
ally smelling the bunch. She even goes so far as to 
pick one from Sitting Bull's head, blandly ignoring 
their presence.) v^'She sits upon a cactus bush to rest." 



ICE BREAKERS 77 

(Assumes sitting posture besides the Indians, two steps 
away from her.) "The Indians seize her." (They 
creep up to either side of Lady Vere de Vere, grabbing 
her with much gusto. Lady Vere de Vere registers 
yelling. Indians swing her backwards and forward as 
though wrestling.) ''They seat her upon their horse 
and carry her away." (Lady Vere de Vere is between 
Indians. The three together step back once, left side 
once, take high step as though mounting, turn half 
right as they do so and gallop off, Bull Durham pulling 
the reins. Lady Vere de Vere screaming, Sitting Bull 
slapping an imaginary horse.) ''"Wild Nell sees the 
capture, and her heart is torn 'twixt love and duty." 
(Enters from left, looking after departing Indians, alter- 
nates pleasure and worry.) "Duty prevails and she 
calls Handsome Harry. She tells the harrowing tale 
and they start in pursuit." (Harry enters on horse- 
back. He stops the horse and acts dismounting, listens 
to Nell, motions her up behind. They mount and gallop 
off. Height contrast wanted here.) "The Indians 
gain." (Indians and Lady Vere de Vere gallop across 
stage right to left.) "Harry and Wild Nell follow. 
The redskins' horse grows tired." (Gallop across right 
to left as before but slower.) "The w^hite men gain." 
(Before they get to the middle of the stage, shout the 
next line, which they execute exactly in the middle.) 
"But their horse goes lame." (Both hop heavily on 
right foot, dragging left.) "Indians go up the river in 
a canoe." (Indians paddle slowly together.) Lady 
Vere de Vere puts hands up to mouth and screams. 
Walks in middle as though seated in the middle of a 
canoe.) "The brave rescuers discover another canoe 
and continue the pursuit." (Harry in front taking 



78 ICE BREAKERS 

long dignified strokes, Nell behind making short wild 
dashes. As they approach the center.) "They strike 
a snag.'' (On Harry's next down stroke on the side 
of the audience, Nell goes over the side. Three short 
jabs, one long one and then as calm and dignified as 
before.) "The Indian Medicine Woman sits at her 
camp fire waiting for her braves to bring home the 
bacon." (Hula Hula comes in and squats in the center. 
Acts building fire and warming hands, pipe in mouth.) 
"The braves bring in their captive and the Indian 
woman decrees her death." (Squaw looks Lady Vere 
de Vere over and then executes thumbs down or similar 
sign.) "They tie her to a stake and commence an In- 
dian war dance." (Squaw starts a fire. Sitting Bull 
leads dance, squaw in middle, three short circles about 
Lady Vere de Vere. During the second circle Handsome 
Harry and Nell arrive at the edge of the screen and 
watch. In the middle of the third, Harry starts wind- 
ing lasso over head. Indians keep bunched.) "The 
rescuers arrive in the nick of time and with one throw 
of the lasso, cowboy captures savages." (They fall to- 
gether.) "One bullet does for them all." (Harry 
lowers the pistol or just his finger, indicating shot by 
jerk or kick. The three Indians drop together on their 
knees.) "Wild Nell unites the lovers." (The lovers 
embrace.) "Her duty done, the favorite of the fron- 
tiersmen makes her final sacrifice." (While the lovers 
embrace, Nell, in center of stage, takes knife from girdle 
and in great deliberation stabs herself and falls straight 
back with a thud. Harry jumps to her side, feels for 
her heart beat, rises, slowly shakes his head, and re- 
moves his hat.) 



ICE BREAKERS 79 

Suitable moving picture music adds a great deal to 
the effect. Make a great deal of every point, Wild Nell, 
for instance, going into an ecstasy of emotion, tearing 
her hair, etc., whenever she sees the lovers together. 



■i 



CHAPTER V 

Girls' Athletic Games 

» 

These games require considerable space and can be 
used to best advantage in a gymnasium. 

New York 

The players are divided into two equal parties, facing 
each other a short distance apart. One side advances 
saying, ' ' Here we come ' ' ; the other side, ' ' Where from ? ' ' 
*'New York!" ''What's your trade?" ''Lemonade!" 
"Give us some!" Whereupon the first side proceeds 
to act in pantomime a trade previously decided upon. 
When the guessing side shouts the answer the first side 
runs back to the goal and those who are tagged join op- 
posite the side which then takes its turn at pantomime. 

Shoe Scramble 

The contestants line up at one end of the room, race 
to the other, take off one shoe and throw it on the pile. 
As soon as each one gets her shoe off she runs back to 
the starting line and then on back to the place where the 
shoes are piled. There is a wild scramble to find the 
right shoe, which each contestant must put on and lace 
up, then racing back to the starting line. 

Square Tag 

The group is divided into two equal lines. They are 
placed at diagonal comers of a square. At a signal the 

80 



ICE BREAKERS 81 

lines begin to run around the four corners of the square 
and the leader of each line tries to touch the last one of 
the other line. The one who does it first, wins. 

Ball Tag 

The lines are arranged as in Square Ta^. At a 
signal the leader of each line begins to run around the 
square holding the ball. Each one should try to touch 
the running opponent. Two score-keepers keep score 
of every one touched. The runners when they get back 
to their own line hand the ball to the first one of the 
line, going to the end of the line. 

Wheelbarrow Race 

Two girls make a team. One girl of each team stands 
on the floor on her hands while the other girl holds her 
feet up as she would the handles of a real wheelbarrow. 
She guides the human wheelbarrow who walks on her 
hands. Several teams line up and race to a certain 
point and return. 

Line Ball 

The sides are evenly divided. A line is stretched 
across the room about seven feet from the floor. The 
object is to keep the ball, preferably a basketball, from 
touching the floor. If one side can throw the ball in 
such a manner that it is not caught but lands on the 
floor, it scores one point for that side. If the ball 
touches the line or does not go over, one point is given 
the opposite side. This game may be closed by either 
a time limit or score limit. 



y 



82 ICE BREAKERS 

Girls' Football 

The opponents sit in two long rows facing each other. 
The referee rolls the ball down the middle. The play- 
ers try to kick the ball over the heads of their opponents 
which scores one point. Hands are used as braces be- 
hind and must not be used for the ball. A referee is 
needed at each end to keep the ball within the lines. 

Cock Fight 

Two lines face each other, separated by a chalk line. 
The object is to pull individuals across the line, holding 
by the hands only. This makes them members of the 
other team. 

x/ Snatch the Handkerchief 

The group is divided into two opposite lines. Some 
object such as a handkerchief is put in a small support 
between leaders. At a signal, these two come cautiously 
toward the object, carefully watching each other, trying 
to snatch the object and get back to the line without 
being caught or touched. If touched with the object in 
hand, a point goes to the other side. They then go to the 
end of the line, and new leaders try. Twenty-one is 
usually the limit. 

Leap Frog 

A circle is described in the following manner. The 
first girl takes three steps and squats on all fours. The 
next one hops over her, and does the same thing until 
the last one has hopped over the first one, who then gets 
up and begins all over again. 



\ 



ICE BREAKERS 83 

'^ Take-away 

The sides are divided evenly. A basket ball is thrown 
up by the referee. The object is to keep the ball in the 
hands of your side only, the other side trying to snatch 
it away. It is against rules to touch any player's body, 
or to touch the ball when it is in the hands of another. 

Tug of War 

This may be played in three ways. The formation of 
the first two is two even lines behind leaders who are 
facing each other: 

1. With hands around waists. 

2. Clasping rope. 

3. Lines facing, with clasped wrists. 

/ 

The Dummy 

/ The group is divided evenly into lines. In front of 
each line is one person with her back turned to the 
line. Some one in the line hits her with a soft ball 
(not on head). She must turn around and try to guess 
who hit her. If she guesses correctly, that girl is the 
next dummy. 

Kick Ball 

The group is divided evenly. Each side is divided 
into two lines, one front, one back, all facing center. 
A ball is thrown down center. The object is to kick the 
ball through openings in the back Ime. The ball must 
not be touched by hands. The players may follow the 
ball through the back line. 



84 ^ ICE BREAKERS 

New York and Boston 

Two captains choose alternately till all girls are 
chosen. The sides line up facing each other in parallel 
lines fifty feet apart. One girl from New York (or 
Boston) walks across to the opposite side and walks 
down the line with her hand outstretched over the out- 
stretched hands of her opponents. When she slaps a 
hand, that person immediately tries to catch her before 
she can reach her side in safety. If the New York (or 
Boston) girl is caught she returns to the side of her 
opponents, otherwise she stays with her own side. In 
either case, the girl who chased her becomes the slapper 
and proceeds on New York's side as the first girl had 
on Boston's side. The side catching all its opponents 
first, wins. 

Indoor Golf 

Ten waste baskets, weighted to prevent tipping, and 
eight bean bags, are the equipment required. Eight 
persons play in turn, each one with a bean bag. The 
baskets are set in a circle some distance apart. 

Standing at a distance of about two yards from the 
baskets, each player throws her bean bag into the first 
basket, trying as many times as are needed to make it. 
From that basket she throws it into the next in the 
circle, and so on until she comes back to the first. 
Scores are kept, the one who made the circuit with the 
least number of tosses being the winner. When a player 
misses the basket, any one standing near it is permitted 
to throw her bag back to her for another trial. 



ICE BREAKERS 85 

Triple Change 

The players form a circle with the exception of three 
who stand in the center. Those in the circle and the 
players in the center number off by threes. The players 
in the center take turns in calling:, each one her number, 
"One," or "Two," or "Three," whereupon all of the 
other players in the circle who hold that number, quickly 
change places with one another, the one who called the 
number trying to catch one as she runs to a new place. 
Any player so caught, changes places with the caller. 
For instance, the center player may call "Three," where- 
upon all Number Threes in the circle must change places. 
They may do this by changing with a near neighbor, or 
tantalize the one who called by running across the 
circle. The center players take turns in calling but 
may reverse the order to surprise the circle players. 

Relay Races 

In all relays there shall be an e(iual number in the 
competing teams, the teams arranged in two, three or 
four lines, facing the goal. The start shall be given by 
three signals. 

1. "On your mark!" (one foot on the starting line). 

2. "Get ready!" 

3. "Go!" 

After the first girl of each line has started no girl is 
to run until touched off. 

Touching off shall be done bv the hands. A irirl when 
awaiting the touch off, shall toe the starting line with 
one foot and reach one hand directlv forward as far as 
possible to meet that of the approachinc? toucher off. 
Each girl after having run and touched off the next one, 
will have finished her part of the race, and shall quickly 



86 ICE BREAKERS 

leave the nmning space and remain out of the way of 
the remaining runners. She shall not line up again 
with the runners. 

This principle of relay racing can be used in any 
number of different races. 

1. Running to a given point and back. 

2. Skipping. 

3. Two-stepping. 

4. Jumping, both feet together. 

5. Over obstacles. 

6. Double (with a partner). 

7. On all fours. 

8. Walking. 

9. Indian Club: 

a. Have three Indian clubs on goal mark, for each line. 
First one runs up and knocks down clubs; second one 
puts them up; third knocks down, etc. 

b. One circle at goal mark for each line, with three 
Indian clubs in each. First one puts clubs outside the 
circle; second one puts them inside; third outside, etc. 

c. Have one club on goal mark for each line and give 
one club to each leader. First one exchanges her club 
with one at mark and brings it back to next girl who 
does the same. 

In all these Indian Club Relays, if a club falls down, 
the runner must go back and pick it up. 

Indoor Track Meet 

Have the colors of four colleges made of cheese cloth 
or ribbon and pin one to each girl as she enters. When 
ready for the events the representatives of each college 



ICE BREAKERS 87 

take their places under their banners in a corner of the 
room or gymnasium. If it is to be a big event, the 
songs and yells may have been learned in advance. A 
manager with a megaphone calls out the events and an 
equal number of representatives from each college come 
to the center of the floor and compete. Each college 
cheers. The events may be varied according to the oc- 
casion. There may be some real jumping, running, etc., 
interspersed with mock events, or they may be all of 
either kind. Points for first and second place may be 
given. 

There may be refreshments in keeping, such as: 

Dumb-bells. Pickles. 

Parallel bars. Straws. 

Traveling rings. Doughnuts. 

Base balls. Round white candy. 

The nature of the refreshments may be kept secret and 
each may be allowed to choose two or three things from 
a menu posted in front of the serving window. These 
things may be served on small paper plates. Later an- 
other surprise of something more substantial may be 
given to all. 

The medals, cups, etc., may be given out during the 
time for refreshments. Round tins may be used for 
medals, with a safety pin fastened through a hole in 
the center. These may be given to individual winners. 
A loving cup may be made from two funnels, one a 
little smaller than the other. A tinner can take off the 
ends and solder them together, adding handles if de- 
sired. This may be given to the winning college, with 
an inscription written on it. 



88 ICE BREAKERS 

Following is a suggested program : 
(Unless otherwise stated, it is well to have just one 
contestant from each group to enter each event.) 

Pot Shoot 

Set a mason jar on the floor. Each girl has six beans. 
Hold at arm's length and drop into jar. 

Yard Measure 

Drawing lines on, a blackboard a yard long, by guess. 

Pie-Eating Contest 
Pies are eaten without the aid of hands. 

Bag-Leg 

Racing with legs in a bag. 

Pole Vault 
A race to eat bars of candy. 

Blow Bags 

Common paper sacks are blown up and contestants 
throw for distances. 

Vocal High Jump 

Contestants say one word high and one word low with 
their faces straight. 

Yard Dash 

Push pennies along yard sticks with tooth picks. 



ICE BREAKERS 89 

Hurdle Race 

Sing ''America/' singing two words, omitting two 
words, etc. A mistake puts one out. 

Hobble Skirt Race 

Very tight skirts are worn by girls who race to a given 
point. 

Obstacle Race 

Four lines of obstacles are laid out for a race for 
speed. This may be a relay race. 

Johnny Jump Up 

Each group gets into line. The first one of each group 
jumps as far as possible, marking at heel. The next one 
starts at chalk line and continues. Side reaching 
farthest point wins. 

Wide Stretch 

Each group gets into line. Every one in four dif- 
ferent lines stretches arms out shoulder high, touch- 
ing finger tips. Longest line wins. 

Hanker Throw 

Throw a handkerchief as far as possible with no 
weight or knot. 

Gloomy Gus 

Two girls are chosen from each group. Four of them, 
of different groups, are to try to keep solemn, in spite of 
everything the other four do. 



90 



ICE BREAKERS 



The Lamplighter 

Each girl is given a lighted candle. The one who in 
the shortest time reaches a distant goal with her candle 
burning, wins. 



Whistling Women 

Four girls are asked to whistle one note. The one 
who holds her note the longest without taking breath 
gets a whistle for a prize. 

There are several more events grouped under dif- 
ferent headings which serve splendidly for Track Meet 
events. They are: 



1. Shoe Scramble. 

2. Wheelbarrow Race. 

3. Simon Says. 

4. Opera Glass Race. 

5. Tug of War for Prunes. 

6. Suitcase Race. 



7. Apple-Eating Race. 

8. Standing High Jump. 

9. Milk Bottle Race. 

10. Scent Push. 

11. Running High Squeal. 

12. Bawl Game. 



INDEX 



A 

Advertising 56 

Aeroplane Ride 13 

Aesthetic Dancing 29 

Alphabetical Romance .... 63 

Animal Alphabet 33 

Aviation Meet 14 

Apple Eating Race 12 

B 

Baby Party 23 

Backward Party 22 

Ball Tag 81 

Barn Dance 45 

Bawl Game 13 

Bibliography for Musical 

Games 49 

Birthday Party 21 

Blind Obstacle Race 12 

Bone of Contention 15 

Bride and Groom 53 

C 

Cat Fight 67 

Champion High Singers ... 66 

Charades 18 

Chariot Race 11 

Circle Games 19 

Circus Horse 45 

Cock-a-Doodle-Doo 27 

Cock Fight 82 

Cracker Relay Race t 13 

Coquette, The 62 



Crazyola Victrola 55 

D 

Doctor Magician 54 

Doll Shop 67 

Dummy, The 83 

Dwarf Exhibit 63 

E 

Egg Smash 25 

Eskimo Tragedy 71 

Everlasting Talk 30 

F 

Faith, Hope and Charity . . 10 

Family Party 20 

Feather Blow 24 

Flyers, The 33 

Folding Chair Relay Race.. 17 

Ford Stunt 56 

G 

Gentlemen Nursemaids .... 11 

Girls' Football 82 

Goat, The 28 

Goop Stunt 51 

Gossip 32 

Grand March Figures 34 

Grouping People for Stunts 50 

H 

Hash 31 

Have You 'Eared About 

Hairy? 61 



91 



92 



INDEX 



Hawaiian Musicians 66 

Hiram and Mirandy 19 

How We Got the American 

Flag 64 

Hungry Blind, The 14 



I See a Ghost 25 

Impersonations 67 

Indoor Golf 84 

Indoor Track Meet 86 

Inverted Quartet 67 

Italian Grand Opera 53 



Jerusalem 44 

K 
Kick Ball 83 



Leap Frog 82 

Line Ball 81 

Living Alphabet 16 

Lobster Race for Men 10 

Lord Ullen's Daughter 69 

Lost Thimble 25 

M 

Magic Music 16 

Mental Telepathy 24 

Merry-Go-Round 42 

Milk Bottle Race 12 

Misspelled Spelling 68 

Mock Political Convention . . 59 

Mock Trial 58 

Musical Neighbors 30 

Mysterious Bags, The 14 

Mystic Book, The 25 

,1 



N 

New York go 

New York and Boston 84 

Newspaper 27 

Newspaper Race 15 

Nigarepolska 41 

Noriu Miego 48 

Nosy Nose, A 32 

O 

Opera Glass Race 10 



Pantomime gg 

Paper Artist, The 32 

Parties 20 

Partners, To Find 8 

Peanut Hunt 17 

Peanut Pass 31 

^^ggy 53 

Pigtail Quartet 67 

Pipe Organ 59 

Pop Goes the Weasel 42 

Popularity 33 

Postman 26 

Poverty Party 23 

Progressive Party 22 

Progressive Peanut . 2I 

Progressive Poetry 28 

Puzzle Words 17 



Q 



Quartet 



10 



R 



Reading Temples 24 

Receiving Line 7 

Relay Races 23, 85-90 

Ridiculous Handkerchief ... 29 



INDEX 



93 



Rig-a-Jig-Jig 39 

Romeo and Juliet 57 

Running High Squeal 12 

S 

Scent Push 12 

Shoe Scramble 80 

Silence Party 23 

Simon Says 16 

Singing Proverbs 15 

Slang 26 

Smut 26 

Snakes and Birds 16 

Snatch the Handkerchief ... 82 

Spontaneous Dramatics ... 17 

Square Tag 80 

Standing High Jump 12 

Suitcase Race 11 

Swat 9 

T 

Take- Away 83 

Tell-Tale Proverbs 32 



Three Land Lubbers in 

Bathing 61 

Tight Rope Walker 66 

Triple Change 85 

Tug of War 83 

Tug of War for Prunes. ... 10 

U 

Umha Family 73 

Upsetting Exercises 50 

V 

Ventriloquist, The 54 

Virginia Reel 37 

W 

Water Drinking Relay 13 

We Won't Go Home Till 

Morning 40 

Weavers, The 20 

Well, I Will 60 

Wheel Barrow Race 81 

White Elephant Party ... 22 

Wild Nell 75 

Winners, To Choose 23 



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